More_Badass
Member
From the devs of the fantasy cRPG Serpent in the Staglands
https://www.kickstarter.com/projects/1649838104/copper-dreams
http://copper-dreams.com/
https://www.youtube.com/watch?v=dDsRs-r93As
http://steamcommunity.com/sharedfiles/filedetails/?id=682999664
Dumped onto the island world of Calitana, you are one of hundreds drafted to ease the overcrowding that is rapidly miring the citizens of Earth in famine, violence and poverty. Once a beacon of hope, the isolated Calitana quickly devolved from lustrous to disastrous, unable to support its settlers, and overrun with unbridled corruption and lawless syndicates.
From waterways to rooftops, adaptability on the island means scaling the city heights, be it to avoid syndicate eyes or to explore the depths and secrets within. An isometric, fully 3d world allows for vertical freedom and movement. Traverse through districts by vaulting through windows, grappling hook to decks above, or jumping building to building. There's no way off Calitana, but there are a myriad of ways through it.
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Details gathered from updates and developer comments:
- An isometric 3d world, where every floor in every building can be seamlessly entered, from basement to rooftops
- Utilitarian black-market augmentations like chainsaw or harpoon arms, coiled legs, cloaking rigs, mobile scouting eyes
- Melee weapons and fully-customizable weapons, ranging from stocks and silencers to emp or incendiary rounds
- A deep complex stealth system that takes into account: line of sight and vision cones, noise, shadows, distance, height, crouching, cover, enemy patrols, distractions, hiding spots, last known position, alert levels, taking out lights and cameras, disabling/hacking security systems
- Turn-based combat with abstracted time (ie a thrown grenade takes time to travel its arc)
- Hands-off quest design revolving around intrigue and corporate espionage
- Day/night cycle and passage of time, which influences guard patrols, if you have time to rest, where a mission target will be, etc.
- A keyword-based dialogue system that dynamically creates queries based on information you know and items in your inventory
- Progression system that completely removes XP for actions, instead revolving around mission milestones, finding/buying better hardware, equipment, and cybernetics, and learning new skills from trainers
- A health system with no HP, instead using a combination of Lesser, Greater, and Mortal injuries (bullet graze, melted femur, pierced lung, etc.) that affect your stats, movement, and status of individual body parts
On the game's open world
On the action time bar
On flanking and enemies
On gameplay length and character creation
On the gameplay and story structure
On armor and wounds
On biohacking and telekinesis
On cybernetic augmentations
On the "Copper Face" sentries of the Mayflower Initiative syndicate
https://www.kickstarter.com/projects/1649838104/copper-dreams
http://copper-dreams.com/
https://www.youtube.com/watch?v=dDsRs-r93As
http://steamcommunity.com/sharedfiles/filedetails/?id=682999664
Dumped onto the island world of Calitana, you are one of hundreds drafted to ease the overcrowding that is rapidly miring the citizens of Earth in famine, violence and poverty. Once a beacon of hope, the isolated Calitana quickly devolved from lustrous to disastrous, unable to support its settlers, and overrun with unbridled corruption and lawless syndicates.
From waterways to rooftops, adaptability on the island means scaling the city heights, be it to avoid syndicate eyes or to explore the depths and secrets within. An isometric, fully 3d world allows for vertical freedom and movement. Traverse through districts by vaulting through windows, grappling hook to decks above, or jumping building to building. There's no way off Calitana, but there are a myriad of ways through it.
Copper Dreams is set on an off-world island colony called Calitana. Owned by the US government, Calitana is one of many interstellar bases, although it is notoriously the least enjoyable to live in.
At the start of our story, the US government has been forcibly sending its citizens to these off-world colonies to free up overcrowding in cities. You play as one of these unlucky draftees, starting your adventure as your pod crashes into the shores of your new home.
Calitana lives up to its reputation, seeing little in supplies or surveillance from the US over the past few decades, giving free rein to the corporations and syndicates that amassed power in the absence of any official rule.
Though you begin your journey as an Agent of Asset Inquiries for one of the bustling corporations in the slums district, your responsibilities, especially your task of gathering intel and spying on your competitors, lead you to discover secrets and mysteries that go behind corporate warfare.
- An isometric, fully 3d world allows for vertical freedom and movement. Traverse through districts by vaulting through windows, grappling hook to decks above, or by jumping from building to building.
- Stagger the odds in your favor with good hardware. Ditch those fleshy limbs hanging off your joints, and instead rig in a harpoon or a chainsaw, coiled legs, built in wrist recoil, cloaking rigs, or a convenient mobile eye for scouting around corners and down hallways.
- While most RPGs pit you against a mosh pit of enemies in an open environment, Copper Dreams will give you ample opportunity to use height, distance, lighting and hazards to your advantage to get the upper hand with cyber-espionage.
- Engage enemies in strategic, turn-based combat with time-based resolution. Execution time for a turn's actions adds an extra tactical element to the classic turn-based system, and gauging when to attack, hide, intercept or engage in a full-party assault can turn the tide of battle in your favor.
===
Details gathered from updates and developer comments:
- An isometric 3d world, where every floor in every building can be seamlessly entered, from basement to rooftops
- Utilitarian black-market augmentations like chainsaw or harpoon arms, coiled legs, cloaking rigs, mobile scouting eyes
- Melee weapons and fully-customizable weapons, ranging from stocks and silencers to emp or incendiary rounds
- A deep complex stealth system that takes into account: line of sight and vision cones, noise, shadows, distance, height, crouching, cover, enemy patrols, distractions, hiding spots, last known position, alert levels, taking out lights and cameras, disabling/hacking security systems
- Turn-based combat with abstracted time (ie a thrown grenade takes time to travel its arc)
- Hands-off quest design revolving around intrigue and corporate espionage
- Day/night cycle and passage of time, which influences guard patrols, if you have time to rest, where a mission target will be, etc.
- A keyword-based dialogue system that dynamically creates queries based on information you know and items in your inventory
- Progression system that completely removes XP for actions, instead revolving around mission milestones, finding/buying better hardware, equipment, and cybernetics, and learning new skills from trainers
- A health system with no HP, instead using a combination of Lesser, Greater, and Mortal injuries (bullet graze, melted femur, pierced lung, etc.) that affect your stats, movement, and status of individual body parts
On the game's open world
The game is designed to be quite open world. The island city is separated into district maps you can enter at will, some run by other syndicates, and any building within one of these maps needs to follow the framework setup for all of them — to be enterable and scalable. There are some areas on the island that are disconnected from the city proper that you can explore as well. The districts themselves sort of act as hubs with their own NPCs, structures and areas of interest, though your primary one is Wolffz Bay.
The extended world we have planned (thanks to the kickstarter!) has a lot of content planned; you’ll be getting a dense, full RPG experience. While some districts are hostile to Syndicate operatives (opposing Syndicates), you can travel anywhere you want. Anything from robbing estates, mission locations in factories, to chatting up (or again, robbing) the slums in the central districts. Resting, menial jobs and training can be done during rests, similar to something like Darklands where you choose activities for your adventure group in towns.
On the action time bar
When a character hits the action bar, they do need to choose an action (or skip), though there's a few ways you could stall that. We have mini-actions setup right now to progress you through to execute, and then pop the character back up to action to do another turn. This happens for things like opening your bag or crouching/standing. The alternative to that is a half-time on the wait timeline so you'd get there faster, which largely works the same but is more consistent with trajectory on that bar. We're playing with what will work best, but same outcome on those.
On flanking and enemies
Enemies will certainly react to grenades they see being thrown nearby, so as long as it's their turn and they can move in time before they explode. Enemies only know of what player characters they can see, so flanking them is optimal.
On gameplay length and character creation
The length of the campaign is dependent on how this Kickstarter turns out, but you could ballpark a very content heavy 20 hours at minimum. During character creation you'll be able to chose your sex, your face, three background jobs that influence your virtues (stats) and skills, and put points into virtues.
On the gameplay and story structure
I would describe the game as heavy on exploration. You could think of it as a combination of replicating p&p-like combat and the different tools and ways you can interact with the world and environment in a point and click adventure game (which is also meant to give you that p&p freedom). There’s a story weaving through the game, and how you’ll be able to influence it is pretty open ended.
Our goal is to give you a hands-off experience to discover conspiracies and hidden agendas to influence your syndicate completely on your own, and give you a character that has the means of doing that. Event-based jobs give structure to the gameplay, but there is a larger game being played by the syndicates and how you discover and influence that is the real story.
On armor and wounds
Armor types change a character's appearance. Each potential party member you can get has a unique character model that changes with different armors. That said ,we have a very open ended inventory system that doesn't have slots and allows you to equip most items without limitations. Various smaller equipment won’t necessarily have appearance changes, or would be too small to have a visual.
As for wounds, your party members don't actually lose limbs, (unless they have a robotic arm that currently is unequipped), but enemy deaths will visualize that. If you've rolled a high ailment amount of damage, or crit, whatever body part is hit will be blown off visually, and we have character models with separated limbs just for that reason. That's two things to hide though! If your characters are heavily wounded we will have various slower walk/limping animations, as well ones for being overloaded with gear. This has character movement speed hindrances as well, of course.
On biohacking and telekinesis
You can train you character in Biohacking, which will allow you to mind control enemies during their turns and outside of combat.You'll also be able to put points in Mental Stability during character creation which will keep the same from happening to you, and increasing your will and mental fortitude. Telekinesis is something we've discussed and would be one of those additions we'd love to add in if the Kickstarter is successful! Mechanically it would work really well with our physics-based items.
On cybernetic augmentations
You'll be able to replace your legs, torso, arms, and head, so by the end you could be mostly machine! Your left arm can be completely removed and exchanged for devices like the harpoon. Replacement of a character's whole head is rare, and leads to some repercussions like loss of speech or other senses. Cranium additions like an eye or sonar or plating are more common.
On the "Copper Face" sentries of the Mayflower Initiative syndicate
Unfortunately for the guards chosen, their human brain (and head) are an unnecessary use of space for what the Mayflower Initiative purpose them for, and are much more optimized with it decapitated. This is highly expensive and cutting edge cybernetics — besides maybe Agro-Fax, the other syndicates can't come close to replicating this.
Replacing that is essentially a copper dome of sensors that relay to scout bots they keep in their inventory. These are deployed when they are searching for targets, and allows them to scout an entire area very quickly (unlike a normal guard who can only possess their own sight to determine target location).
While blind, Copper Faces have audio sensors and a primitive sonar reader, so they can still roughly detect targets without their bots but would be heavily crippled with their sensor dome fried.
Designing these guys were one of our early tests on how we could use stealth, environmental abilities, and NPC sensory AI to make for engaging, simulation based encounters with even just 1 enemy.