Wow! Huge thanks to everyone for taking a look and for the great feedback.
We will releasing a single-player demo with our Kickstarter and Greenlight campaigns in September. As an early prototype of our much more complex future co-op mode, waves of enemies spawn and attack an objective the player must defend. This allows people to check out the combat system and selectable spells without the headache of running a open multiplayer test (Our multiplayer tests are currently only available during specific times and days which we announce on our site.)
I hope the magic will be impactful and powerful.
You can look at Lichdom Battlemage on how to do magic horribly shit.
You just fling glowing bolts rapidly, with no force to them. Its kinda worst than Skyrim's magic, which isn't easy to do.
None of us have had the chance to try Lichdom but we love the games art style and we hope to get to a similar level of quality post-Kickstarter. Currently the Time-to-Kill in our game can be less than 2 seconds so the spells certainly feel powerful to me. However with multiple ways to outplay and counter your opponent (Generally through one or both of the selectable spells players can use to customize their class) the average TTK is higher than that for the average player. This is something we are currently very active in working on as we want the combat to feel responsive and engaging.
Yes, yes, yes, yes. I love Chivalry: MW and always wanted to play with a mage class in that game, this looks perfect! Beautiful, is this UE4?
Funny you mention Chivalry as we have a ton of respect for Torn Banner Studios and what they have accomplished with that game. The three of us love playing Chivalry and often times use them as a great example of the level of quality we hope to achieve with Grimoire.
The game is currently being made in UDK. When UE4 was announced back in mid May we had a huge decision to make but ultimately decide to stay with UDK as we already had so much time invested and were on a extremely tight schedule and budget. At that point taking a month or more to port the game as it was then just wouldn't have worked out financially.
With all that said we are huge fans of UE4 (And the Unreal Engine in general) and are very excited to switch over for future games.
This looks really rad, getting a Jedi Knight 2 vibe from the way the action was playing out in the trailer.
What were some of your main inspirations for this?
The voice actor we are currently working with, Kyle Johnson, actually mentioned something very similar in regards to Jedi Knight 2. To me that's a huge compliment as I absolutely loved that game!
The main inspirations for Grimoire come from a lot of different places. Kyle, Chan, and Myself are all really into the FPS genre but we also have spent a ton of time playing MOBA games. One thing we really wanted to do with Grimoire was try and combine the awesome mechanics behind MOBA style spells with our favorite FPS games.
This is a tough question so I'll break it down into three sections: Concept, Game modes, Spells.
Concept: I personally grew up playing Heretic and it was a huge inspiration for the initial concept of Grimoire (We started off as "Quake with wizard spells"). More recently though we looked at games like
Skyrim and wondered why there wasn't a multiplayer aspect to it.
Game modes: We are currently focused on our Conquest mode in which players capture control points throughout the map to gain points. First team to 1500 points wins. Points are gained by controlling certain areas of the map and a large bonus when every point is captured by a team after which players respawn and control points are set once again to neutral. Main inspiration for this mode comes from games like
Day of Defeat,
The Battlefield series, and
Team Fortress 2. We also have two other "main" game modes planned: Arena and Safeguard (Co-op survival). We have a very unique idea planned for Arena but for now I will just say it is designed for the more "competitive" type players and is inspired by games like
Counter-Strike with multiple rounds per match and one death per round per player. For Safeguard we are hoping to be as fun as games like
Left for Dead, CoD Zombies, and Killing Floor.Spells: Inspiration for our main class spells, passives, and selectable spells comes classic FPS stuff like Sniper rifles, Assault rifles, grenades. But as that can only make for a limited number of interesting spells we have also looked to our favorite abilities from MOBA games like
Dota 2 and
League of Legends for inspiration.
Again I just want to say thanks to everyone for the feedback and comments they are very much appreciated and we hope you will join us for our upcoming Alpha tests!