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Old 04-10-2014, 07:36 PM
PixelLord's Avatar
PixelLord PixelLord is offline
Join Date: Jul 2009
Location: Dallas, TX
Posts: 635
Default So what's next?

What do you think Soldak should do next?
Stephen A. Hornback
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Old 04-10-2014, 11:14 PM
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Castruccio Castruccio is offline
Join Date: Oct 2010
Posts: 500

More work on Din's Curse or a Din's Curse/DoP-like game. Maybe a mini-expansion or small DLC? Something that doesn't take too much time for you guys to put out, but that will add a fair bit of content.

If you are thinking that you want to do something completely new, it would be cool to see Soldak branch out into a new genre, although I don't know which one.
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Old 04-11-2014, 02:29 PM
ScrObot ScrObot is offline
Join Date: Jun 2012
Posts: 243

All I know is that Drox Operative was the "prettiest" Soldak game so far, so keep up or exceed that high quality of visual style and I think you'll attract an entirely new segment of gamers. We've all seen a lot of (misplaced) graphic hate on DoP and Din's Curse which prevents some people from getting to the great gameplay.

There seems to be a lot of action RPGs and roguelikes available right now, which I know is the Soldak bread and butter, but perhaps there's a new direction where you can bring some of the ARPG and roguelike qualities of past games to an interesting place for a unique experience. (Most helpful comment ever, I know.) Or be able to include some interesting features not really seen out there, to help it stand out.

Depths of Peril always struck me as something special with the whole covenant system and the feeling of running around in a "living" world where stuff was actively happening around you -- a little bit of an MMO feel without the MMO. DC scaled this back a bit but refined it, and Drox expanded the scope quite a bit.

Perhaps the DoP covenant system could be overhauled into something a little slicker and even more life-like, such as other "guilds" that are more fleshed out (again, MMO living world feeling without being an MMO). And if it's an ARPG, focus on beefing up the "feel" of combat. That's one place Diablo 3 and Torchlight II shine -- lots of little movements with the abilities, lots of options, lots of unique animations and not just "hack hack hack" with the same small pool of animations while switching out the weapon models.

Being able to have external forces affect your personal game is an interesting concept to me too. From simple things like events or "properties"/"statuses" pushed to your game that could make things more or less likely to happen in your local world, to being able to have a "link" with a friend's world which would asynchronously cause actions in their game to have a subtle ripple affect in yours (and vice versa). Things like that build community and keep interest in my opinion.
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Old 12-07-2016, 10:16 AM
BQwoobie BQwoobie is offline
Join Date: Aug 2011
Posts: 29
Default Cancer: the RPG

I've got a funky idea: why not make a game about being an aspiring tumor? You'd start as a single cancer cell, striving to reproduce in the dark, dangerous passages of someone's circulatory system. The goal would be to grow and spread, battling hordes of immune cells and other threats, until the host is dead. For character classes, you would choose which type of cancer you are. Maybe you could even have an 'origin story' explaining how you came to be (smoking, unhealthy food, too much time in the sun, etc).

From time to time, a disaster would strike, and you'd have to fend off (or escape) chemotherapy, a surgeon's knife, etc.

Last edited by BQwoobie : 12-07-2016 at 10:19 AM.
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