Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
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Steam: MrMatthewAllen
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Post by Matthew Allen on Mar 24, 2017 2:14:41 GMT
Hi everyone! I had the pleasure of meeting up with the illustrious Lord Ba'al during his visit to LA and we chatted briefly about the latest project I was working on and seeing as this project recently went public I figured I'd pop in here and pester all you good folk about it for anyone who fancies checking it out. It's called Kynseed and is a 2D sandbox adventure being made by some ex-Lionhead Fable devs. Feel free to check it out on Twitter or you can even download the latest prototype if you want to take it for a spin. It's super early days on the project and a talented fellow named Neal is essentially building the entire engine from scratch but we're pretty pleased with how far things have come in just a couple of months. If any of you try it out feel free to let me know what you think. Cheers everyone!
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Mar 24, 2017 4:04:50 GMT
Hey nice seeing you here Matthew Allen! I will definitely have a look at Kynseed but it will likely have to wait untill I'm back home now. Only got one day left here in good ol' US of A and our schedule is packed. Then Saturday is travelling all day long. We arrive home on Sunday morning and at that point I will probably head straight for bed. Vacation is exhausting. By the way, I had blisters on both my feet after that day you gave us a tour through downtown LA. And they weren't little ones either.
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Post by 13thGeneral on Mar 26, 2017 15:41:44 GMT
Looks like an interesting game. Apparently it's available to play on itch.io, so I plan to play it through that during this development phase. I'll spread the word to my gaming friends as well.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Mar 30, 2017 0:05:45 GMT
I've tried my hand at Kynseed just now. My first response to it is confusion. It was not quite clear to me what my objective was. Perhaps that is the intention, for the gamer to figure out what the objective is. The controls take getting used to. I found it odd that I'm able to point the mouse anywhere but when clicking somewhere nothing happens. I would have expected the character to move to wherever I clicked. So apparently it is required to use the keyboard to move around the game world. Perhaps the UI is still just a mockup at this point? (I'm personally a fan of games that can be played solely with the mouse, they give me the ultimate lazy gamer experience.) I had a hard time figuring out what to do. Found lots of papers spread around the gameworld which seem to hint at stuff you need to look for and recipes you can brew. I managed to pet the cat and dog, feed them and I rode a pig. Apparently it is required to do chores in order to make some mullah. I'm not sure whether I like that aspect. I also found it hard to keep track of what tasks there are. I couldn't remember which key to press to show the to-do-list, but then later found out it's the C. Mostly I just walked around exploring the game world. I like the fishing mechanic. The game (demo) suddenly just ended. I figure this is due to a time limit that is built into the demo, or did I do something wrong?
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Post by 13thGeneral on Mar 30, 2017 22:13:14 GMT
lol. I was wondering about that comment.
I haven't tried Kynseed just yet - I've had other things occupying my time - but was looking to give it a go this weekend. However, I've seen similar sentiments about the game as you've expressed here. It is still in pre-alpha, so it is still likely the UI, among other things, will change further along in development.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on Apr 26, 2017 0:39:49 GMT
By the way, I had blisters on both my feet after that day you gave us a tour through downtown LA. And they weren't little ones either. Haha, oh dear. Sorry 'bout that! LA is a city of walkers, that's for sure. Anyway, I've tried my hand at Kynseed just now. My first response to it is confusion. It was not quite clear to me what my objective was. Perhaps that is the intention, for the gamer to figure out what the objective is. The controls take getting used to. I found it odd that I'm able to point the mouse anywhere but when clicking somewhere nothing happens. I would have expected the character to move to wherever I clicked. So apparently it is required to use the keyboard to move around the game world. Perhaps the UI is still just a mockup at this point? (I'm personally a fan of games that can be played solely with the mouse, they give me the ultimate lazy gamer experience.) I had a hard time figuring out what to do. Found lots of papers spread around the gameworld which seem to hint at stuff you need to look for and recipes you can brew. I managed to pet the cat and dog, feed them and I rode a pig. Apparently it is required to do chores in order to make some mullah. I'm not sure whether I like that aspect. I also found it hard to keep track of what tasks there are. I couldn't remember which key to press to show the to-do-list, but then later found out it's the C. Mostly I just walked around exploring the game world. I like the fishing mechanic. The game (demo) suddenly just ended. I figure this is due to a time limit that is built into the demo, or did I do something wrong? Thanks for giving it a go! (Sorry for the slow reply - been buuuusy.) Yeah, the actual gameplay loop itself hasn't been properly put in just yet. Controls are definitely gonna get fixed over time as well, UI is very very temporary until we get a permanent artist, the prototype does indeed run short for now (after Day 7 I believe), and there's gonna be a much larger game world to explore eventually (with proper NPC's and such of course). In fact, pretty much everything is temporary at this point, haha. When we say prototype we mean it in the truest sense - we're even shying away from the world 'Alpha' at this point as we're not even close to feeling comfortable calling it pre-alpha. At this point it's mainly engine building and getting the dev tools made. A chap by the name of Neal is single-handedly coding the entire game from scratch and the prototype that's up on itch.io is the result of a few months of work. Neal also worked on the (sadly cancelled) game B.C. from back in the early days of Lionhead but he was also lead programmer on most of the Fable games. Kynseed, from a coding perspective at least, is essentially the work of one guy building this whole engine and world up from scratch. Then we've also got a chap named Charlie who's doing level design. Charlie was pretty much responsible for creating some of the most iconic regions in the Fable games and was lead level designer and lead content designer on many of the core Fable titles. We've got an artist helping out with some placeholder art right now (as seen in the prototype) and we've even got some music getting made to help give the prototype some ambiance. Eventually we'd love to see about getting Russ involved, the composer for every Fable game, but that'll come down to money more than likely as he's understandably not free. In the meantime, we've got some lovely music being made by someone you already know but I'll let him introduce himself next time he pops online. In terms of general art direction and concept art, we've got Mike McCarthy helping guide some of the artistic direction - he was lead artist and concept artist for the Fable franchise and helped define the iconic Fable 'look'. Here's some concept art that he's done for us recently:[/span] - Concept 1- Concept 2- Concept 3I haven't tried Kynseed just yet - I've had other things occupying my time - but was looking to give it a go this weekend. However, I've seen similar sentiments about the game as you've expressed here. It is still in pre-alpha, so it is still likely the UI, among other things, will change further along in development. Yeah, making sure people realize it's a super-drafty-prototype is something we need to get better about communicating. I worry people are interpreting it as a proper demo or a representation of how it'll look in the long run, but if you were to take a screenshot of the prototype on itch.io and compare it to a screenshot from the game a half year from now they may well not even look like the same game. We're getting somewhat close to having what we feel is a relatively functional engine at this point ( tons of progress made since the last itch.io update) and once we have that foundation to build from we're going to start implementing some proper gameplay loops. Neal sometimes posts coder-esque updates over on the TIGSource forums for anyone interested in that sorta stuff.
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Post by greay on May 1, 2017 23:42:28 GMT
This looks 100% up my alley... Any hopes of it ever coming to OS X?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 6, 2017 23:24:31 GMT
Okay, I just backed the Kickstarter!
Initially as Seed Sower but then upgraded it to Adventurer. Might as well get my name in the credits.
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Post by 13thGeneral on May 7, 2017 4:47:22 GMT
I have backed it as well. Really hoping they get funded and make a great game. I've made mention of it a few times of my social media - not sure anyone I know has taken a look though.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 7, 2017 11:08:32 GMT
Have any of the former 22cans colleagues backed the Kickstarter yet as far as you know Matthew Allen?
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Post by 13thGeneral on May 7, 2017 20:20:59 GMT
The concept art is gorgeous, btw.
Makes me wish I had stuck with my studies - I actually went to a small private art college - but I leaned heavily towards graphic design, and later computer aided drafting & design (CAD), so my other artistic skills have all but vanished from under-utilization.
Anyhow, I'll be keenly following the development as it progresses.
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Post by greay on May 9, 2017 1:48:10 GMT
Hmm, looks like it's Windows-only. Shame, I would've backed it if it were guaranteed to come to Mac or consoles.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on May 24, 2017 7:03:44 GMT
This looks 100% up my alley... Any hopes of it ever coming to OS X? We'd love to release on other platforms but things are still extremely early for the prototype right now so we're just focusing on adding features and fleshing out the prototype. We're definitely open to the idea, but hesitant to promise anything until we're further along. Have any of the former "snac22" colleagues backed the Kickstarter yet as far as you know Matthew Allen ? Not sure, I'd have to look - probably, though. Know lots of the old Lionhead crew have as well. The concept art is gorgeous, btw. Ah man, I love some of the concept art that's been made. There's still a few pieces I haven't posted anywhere yet and we're also hoping to get a few more pieces made after the Kickstarter.
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Post by Qetesh on May 24, 2017 9:45:48 GMT
Sadly, My laptop went kaput and my replacement can't even play a real game.
I look forward to following along to see how this evolves.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Kynseed
May 24, 2017 9:57:35 GMT
via mobile
Post by Lord Ba'al on May 24, 2017 9:57:35 GMT
Sadly, My laptop went kaput and my replacement can't even play a real game. I look forward to following along to see how this evolves. I have a feeling the minimum system requirements will not be so high for this game. You could give the prototype a try.
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Post by Qetesh on May 24, 2017 10:14:24 GMT
I don't have enough RAM to even run games that I know will play on this thing. I have tried. It's all a no go.
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Post by greay on May 25, 2017 0:10:02 GMT
This looks 100% up my alley... Any hopes of it ever coming to OS X? We'd love to release on other platforms but things are still extremely early for the prototype right now so we're just focusing on adding features and fleshing out the prototype. We're definitely open to the idea, but hesitant to promise anything until we're further along. Shame, because there's definitely a couple things I'm interested in in the kickstarter, but I won't back any more projects without said promise.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on May 25, 2017 9:56:34 GMT
We'd love to release on other platforms but things are still extremely early for the prototype right now so we're just focusing on adding features and fleshing out the prototype. We're definitely open to the idea, but hesitant to promise anything until we're further along. Shame, because there's definitely a couple things I'm interested in in the kickstarter, but I won't back any more projects without said promise. No worries, that's understandable. We're being careful to not make any promises regarding the platforms as we're not 100% which ones we'll be able to secure and/or pursue. That said, we'd love to release on other platforms in the future if the stars align.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 25, 2017 14:16:22 GMT
I think that is a very wise choice especially considering the budget you guys are working with. Saw your update (8) today and sounds like a wise course regarding the stretch-goals. Better to make a good product first and then check viability for other platforms than to make a product for all platforms with which you can do nothing except watering plants.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on May 26, 2017 22:05:21 GMT
I think that is a very wise choice especially considering the budget you guys are working with. Saw your update (8) today and sounds like a wise course regarding the stretch-goals. Better to make a good product first and then check viability for other platforms than to make a product for all platforms with which you can do nothing except watering plants. Cheers. I was really hesitant to do the traditional stretch goal approach. It's a perfectly fine strategy for some games of course, but we're trying to have a slightly different approach with Kynseed. I also didn't want to go the route of making magical promises to get more money, so in the end I decided to just be really straight forward about the whole thing. Plus, I think there's some games that often run the risk of holding certain features hostage by making them a stretch goal - like a sort of pseudo-DLC. With Kynseed, we had a complete vision for how we wanted to make the game and the funding we asked for was to pursue that vision in its entirety. Any additional funding we get will be to make that original vision even better.
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