The Dwarves Updates #3-6, $201,041 and Counting
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Since the last time we checked, King Art Games has published a bevy of updates for its The Dwarves Kickstarter campaign, which is currently getting closer to its funding goal with 16 days to go. Update 3 is probably the most important right now, given it offers a complete overview of The Dwarves' gameplay systems, but update 4, which covers the game's sound design, update 5, about the game's art direction, and update 6, which gives a rough outline of the plan for the final weeks of the campaign, also make for an interesting read.
A short overview of the gameplay outside of combat:
The World Map
The World Map shows (Girdlegard), a conglomeration of kingdoms surrounded by mountains, where (The Dwarves) takes place. There are many important locations and more than 200 waypoints on it, which you can travel to.
Waypoints are connected by lines. The journey from one point to another takes a day. During each journey injured party members regenerate one injury, so long as there are enough provisions (see (Battle)). Your own party, as well as enemy hordes, allied armies, merchants, etc. are represented by small figures.
If there is something interesting at the destination (e.g. an inn), a popup window appears, describing the environment and presenting the player with different options (e.g. 'ženter the inn(, 'žsneak up to a window and peer inside(, 'žobserve the inn from the distance(, or 'žcontinue travelling(). In the inn you might obtain useful information, but you could also be drawn into a bar fight.
Even during the journey between two points you frequently have to make decisions. For example you could be informed that there'˜s a toppled cart on the road ahead of you. Drag marks lead to a grove to your left. What do you do? These events can be small, self-contained stories, but they can also evolve into a whole adventure with far-reaching consequences.
Many of these events are placed randomly in each playthrough, so the game plays differently each time. On the daily journeys our heroes will of course get into conversation with each other occasionally. You will learn more about them and their respective story. Once in a while companions quarrel with each other and as a leader of the group you have to settle the dispute or side with one of the squabblers. All of that needs to be carefully considered, because your companions will remember it!
Locations
If you reach important locations the game will switch from the world map to a detailed view. In this example from the beginning of the game we are in Lot-Ionan's Vaults, an underground mage school that our protagonist Tungdil grew up in.
In these locations you can make Tungdil walk around, examine and use objects, talk to other characters, etc. For example, at one point in the game Tungdil has to find out details about an abandoned dwarven fortress. You have to find a way to enter the fortress, make light, and find clues about the whereabouts of a person.
Some locations in the game, e.g. the two inhabited dwarven fortresses we visit, are a 'žsafe haven(. Other locations can turn into battlefields unexpectedly.
I'm also going to embed a video overview, because it's the easiest way to understand what the developers are trying to do with this project: