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We're done! For now...

The Q&A is finished! Thanks everyone for joining in, being great, hanging out, and a huge thanks to the awesome team behind Victor Vran.

There have been fantastic questions, in-depth answers, and some great news as well! There's plenty to take in - if you missed the main event, read up a sample below or just see the full thread. Stay tuned for more Developer Q&As in the future!






JustMaku: Why’d you call the game Victor Vran? Is there significance behind the name? (Unless that’s a major spoiler.)

"Hmmm… There are several different answers, all of them containing a snippet of truth. We loved the sound of the name, we were gloating about the idea how the English-speaking voice actors and players would try to say it, Victor is meant to be victorious, Vran means several things in several different languages that we all wanted to add to the background of the character… The rest is spoilers, my good chap!"

Selsius: Can we expect more weapons (greatswords, fist weapons)? I know one DLC with a spell book is coming.

"We definitely want to bring more weapons to Victor Vran and we have many ideas. The Tome (a spell caster type weapon) will be the first addition to Victor Vran's arsenal. The expansion will also add new weapons, but we will talk about them a bit further down the line. But we also want to hear what weapons and play styles you, the players, want to see in Victor Vran.”

stubbie: Any plans to implement a hardcore difficulty setting?

“We have "hard" mode already, in which you have all 5 Hexes turned on from the start of the game. Also, all monsters are slightly, sadistically stronger than their 5-Hex-versions. Of course, we aren't heartless and we allowed you to accept defeat by manually deactivating the hardcore mode for your character PERMANENTLY.
And if you don't feel challenged enough, we have an achievement to complete the story without dying even once. Do this in hardcore mode, please.”

gunshellmav: Would you say there are any books or stories that influenced the development of this game? If so, what are they?

“Too many. Not only books and stories, but also movies and TV series. Also, poetry. Lots of it. Examples include "Supernatural", classics like Bram Stoker's "Dracula", things like Batman - and then enter Yeats and Poe, even a bit of Nietzsche. As you can see, it's all over the place. So were we!”







Our guests:

BOYAN (Lead Designer, BoyanD): “My love for games got me into game journalism and later I co-wrote the second Bulgarian tabletop roleplaying systems.”
-- Worked mainly on combat, monster design and bosses for Victor Vran
-- Also worked on the Tropico series, Omerta, The First Templar & more
-- He’s a huge fan of Guild Wars, board games, and card games

MOMCHIL (Designer, uncle_quenchy): “I create content that would make the average gamer cry in frustration and throw his PC out of the window”
-- Loves his job in game design
-- One of his favorite games is Bad Rats. Least favorite is sports.
Post edited July 27, 2015 by Konrad
Ok, I asked that before but probably got bypassed. Ist there any chance for a save option on the maps so that we could save our progress on them and wouldn't need to restart each map if we run out of time to play (ingame maps really are huge) ?
Post edited July 27, 2015 by Matruchus
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uncle_quenchy: SOON
hot
Are there any plans for expansions?
Can we get modding kit or a map editor for this game any time soon? Do you prefer gog over steam?
thanks to you both for giving your time up tonight & brining your game to GOG.

& producing a great game.

Thanks Andrei
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Matruchus: Ok, I asked that before but probably got bypassed. Ist there any chance for a save option on the maps so that we could save our progress on them and wouldn't need to restart each map if we run out of time to play (ingame maps really are huge) ?
Sorry Matruchus, no plans for such an option for now. We wanted to keep thing simple so you don't have to remember what challenges you were doing 3 days ago when you were playing last forcing you to restart the map. However I'll add your suggestion to our design discussion. You can also send us a feedback note in-game via the options menu or by pressing F1
Is the Victor Vran soundtrack available anywhere? I love the ingame music and would like to have it to listen to out of game.
I had made an inquiry on the steam forum, but it moves far too fast. So this seemed like a good place to ask.
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NeferJackal: Is the Victor Vran soundtrack available anywhere? I love the ingame music and would like to have it to listen to out of game.
I had made an inquiry on the steam forum, but it moves far too fast. So this seemed like a good place to ask.
Actually we are planning to release a digital soundtrack as well as a digital art book but it got delayed a bit with all the madness around release. Unfortunately I can't give a specific timeframe but it is coming
Gladdens me, I shall keep an eye out then. Cheers.
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amrit9037: Are there any plans for expansions?
Can we get modding kit or a map editor for this game any time soon? Do you prefer gog over steam?
Aww, of course we love you all, guys! Personally, I cannot tell between a steam and GOG user - we work so you can play, people. Our bond - and I mean between all developers and all players around the world - is stronger than any legal, state or conceptual borders! We are all part of the Zeigeist's Homo Ludens sub-species! Cheers!

As for modding - we haven't considered adding such tools soon, but your request will be added to our design discussion.

You can read about expansions here:


https://www.gog.com/forum/general/victor_vran_developer_qa_b9a24/post73
Thanks alot for taking time for us :)

So have I understood you correctly when saying that the challenges/elite challenges can be accomplished completely offline and only the treasure hunts (that apparently give less good loot) have a key each to be redeemed online? What I still haven't understood is how those keys get generated and if they are all onetime only, because then the posting of them on the forums is like posting raw codes, someone could use a bot and take them all :/ right? Maybe you could elaborate on those treasure hunt keys a little?

I think I like your game alot, thanks for the effort of answering our questions :)
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Matruchus: Ok, I asked that before but probably got bypassed. Ist there any chance for a save option on the maps so that we could save our progress on them and wouldn't need to restart each map if we run out of time to play (ingame maps really are huge) ?
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BoyanD: Sorry Matruchus, no plans for such an option for now. We wanted to keep thing simple so you don't have to remember what challenges you were doing 3 days ago when you were playing last forcing you to restart the map. However I'll add your suggestion to our design discussion. You can also send us a feedback note in-game via the options menu or by pressing F1
Ok, sent feedback. I do enjoy the game very much just lack of a save system is slowly making this game very tiresome by having to replay each map when I have to exit the game. Anyway thanks again for you answer.

Edit: Obviously the save features I was talking about would be meant only for singleplayer.
Post edited July 28, 2015 by Matruchus
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GOG.com: Try to keep it about Rampart.
I loved Rampart.
What's your next project and what does the future hold? Also what got you guys interested in creating games?
high rated
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mchack: Thanks alot for taking time for us :)

So have I understood you correctly when saying that the challenges/elite challenges can be accomplished completely offline and only the treasure hunts (that apparently give less good loot) have a key each to be redeemed online? What I still haven't understood is how those keys get generated and if they are all onetime only, because then the posting of them on the forums is like posting raw codes, someone could use a bot and take them all :/ right? Maybe you could elaborate on those treasure hunt keys a little?

I think I like your game alot, thanks for the effort of answering our questions :)
Sincere thanks for that question, mchack! Now that you posted it I realized that I failed to explain the way treasures work.

So, here's what happens in the key-generation factory of Santa Gabriel:

1. Treasure keys drop as loot for players who play online. The item contains the given key code.
2. The key remains active for several days, after which it expires and allows the server to generate more.
3. The key is not exclusive to the player that gained it - this means that simultaneously multiple players would have access to the same code. They can freely share it with others in which case they will also get the key item and they can further share it until everyone that has access to the code gets it. Sharing is caring!
4. This means that the entire population of VV player can simultaneously play the very same treasure hunt without anyone worrying about being screwed-up.
5. You're not supposed to be able to get ALL possible billions of treasure keys in one strike because the server won't generate them. PLEASE HACKERS - DO NOT TAKE THIS AS AN INVITATION! xD
6. If you begin posting the treasure keys you got in the forum you will be helping your buddies a lot, especially the ones that do not want to stay online all the time.

As you can see, we designed this feature so that it helps the community get well together. You gain no reward from sharing other than the pure satisfaction of being helpful, but that's all that makes the communities strong, isn't it? Also, you can never over-share. I hope I managed to explain it better now.
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Emachine9643: What's your next project and what does the future hold? Also what got you guys interested in creating games?
Honestly, I don't know. We've just began recovering from the horrific hangover from the weekend post-launch party (after all, we are in Eastern Europe, have mercy).

My bet is on an expansion of Victor Vran. If the stars are right, we will continue to develop the awesome potential of the title. We have so many ideas and you, the gamers, continue to supply us with even more!

As for what made me get into game design - it was mere luck. Actually, I got hooked after I began working on Earthrise - the not-so-successful attempt for the first Bulgarian MMOG. It allowed me to enter a world that was complex - and at the same time - malleable enough to make my mind immerse completely into the creation process. I felt like a demiurg who has the responsibility to create a living, breathing world. I enjoyed every bit of it. After the bitter end of Earthrise I found my haven - and family - with the Haemimont team who fostered me and allowed me to continue develop (or if you ask some colleagues - degenerate) into what I'm today.

Most of all, the interaction with players - even indirect, through the volume of my work - makes me wake up every day and bring my arse to work.

Thank you!