Reddit AMA Recap
Dr Kersh kicked us off with the big questions [quote=Dr Kersh]Q: Do you regret releasing the game in a beta state and getting not so good reviews vs what would you get now? Do you have plans to re-release it as a goty edition to try to get new reviews? How many more big DLC have you planed for the game?[/quote] [quote=Scott] Most definitely. It has been the single biggest failure in our short history so far. Even today if you search for our game on YouTube you'll find TotalBiscuit's harsh but completely fair preview of the release version as the top result. There is no doubt that kind of initial reception hurts us even today, over a year later. Those are the cards we played. We're on the other side of it now and pushing our hardest to recover from it. This latest release goes a long way from the games' perspective, but possibly more importantly I think it has improved our relationship with our fans - We're not here to make a quick buck and run. We want to build a reputation for a quality dev house.[/quote] [quote=Josh] 1. Yes and no. Yes because, well, it was pretty awful all around. There's no denying that and no excusing it. But we simply had no other choice other than not releasing the game at all - the entire team had gone several months without pay and various other things were already in motion, the boxed release being one. 2. We attempted to do that when releasing this DLC and get very little traction with the press, both traditional and enthusiast. A 'complete' edition later after all planned content is released may be something else we try, but that's still a while away! 3. Can't say for sure right now. We've got some free content already in the works though - more info in this answer.[/quote] Shazzam606060 looks for some advise on how to kickstarter his career as a voice actor. [quote=Shazzam606060]How did you do the voice work for the game? I was/am looking to get into doing some voice acting, specifically for video games, and frankly it seems that the barrier to entry is quite daunting, so any tips or advice for someone to either get into game design or VO would be amazing.[/quote] [quote=Dante] For VA, we worked with an arseload of incredibly talented people. Richard Ridings, Lani Minella, Stephen Fitts, Lauren Synger to name a few. They made bringing these characters to life an absolute pleasure. I got into acting on an amateur level back in 2009. I don't think I actually recorded anything that didn't make me cringe until this time last year. As with most things, it's really about practice, and hurling yourself at the work for as long as it takes to hone your craft. A couple of general things: You don't need an extravagant mic to record something worth listening to. Listen to yourself. If it makes your testicles shrivel back up inside your body, get used to it. Being good is on the other side of that wall, and the only way is through. Dick around. Experiment with voices. Learn accents. Go psychotic on car rides. Mastering the vocal apparatus is an extended learning process, and one of the best ways is to play with it. Have fun with performance, it'll keep you going. As for penetrating the industry: send demos to people! Take a look around subreddits like /r/gamedevclassifieds or /r/recordthis, the indieDB boards, the TES/Fallout mod communities, whatever it takes to get practice in while making connections. If you're good, you enjoy it, and you try, you'll inevitably find something. I wish you the best of luck. It's a riot.[/quote] Arscortica takes an interest in the artisitc side of development and Pat’s all too happy to answer. [quote=Arscortica]Q: As far as visual design goes: Was it your intention to have WftO appear a little bit darker/mature than the original DK games? I.e., in the design of design of the torture chamber (and the actual pained screams coming from it), the blood-filled sanctuary, and the spirit chamber? I'm curious about the visual design ideas behind the Beastmaster and the Behemoth. For the former, most people probably would have expected some kind of minotaur rather than a micropiglet of unusual size. Meanwhile, the Behemoth with its enormous tusks sorta reminds me of a mix between the Demon of Doom Classic and a (very large) zergling from Starcraft 1. Just in how far was the Huntress inspired by the Demon Hunter class from Diablo three? Or was it more of a case of convergent evolution?[/quote] [quote=Pat] Both the tone and the lighting have been intentionally made darker to push the flavour of our vision for this game. It’s been challenging balancing these aspects to a level we were happy with, making sure we kept in mind both our audience and the performance of the game. Making sure the atmosphere we intended to create worked in conjunction with the readability of all the units and rooms, was something that also took multiple iterations and much consideration. It’s been really interesting gauging the suitable balance between gore and humour across the whole game. It was important for us to pay homage to this genre of game whilst pushing it out further with our ideas. Certainly the characters are indicative of this mixture of classic designs and more unique ones. The Behemoth is a personal favourite of mine, developed by our concept artist, Bobby. I can see the aspects it draws from different designs which make it feel very suited in the War for the Overworld setting, but it has a freshness which makes it really different from the traditional dungeon creatures. I like the likeness in your description of the Behemoth. I see it more as the lovechild between a cat and a mutated dinosaur. I think a convergent evolution has been common in the process of most designs since we wanted to mix familiarity and recognisability with our own style.[/quote] Meanwhile Dante asks all the questions you needed to know about Richard Ridings. [quote=Dante] Does Richard Ridings have a firm handshake? Is he as awesome as he seems? How did he get to be so big and strong?[/quote] [quote=Lee] Richard Ridings handshake is as firm as a steel girder. He is even more awesome than he seems, so awesome that his voice will melt you if you're exposed outside of protective gear. He became strong by voicing the Mountain in Game of Thrones and eating Peppered pigs.[/quote] There’s so many more questions that we answered; many about the state of the game, upcoming content or even a little on future projects. Be sure to drop by and read it all! For now we’ll be leaving you with news that Patch 1.4.1 will be releasing tomorrow! There’s a few small features requested by the community included as well as dozens of fixes and other tweaks, we hope you’re looking forward to it! Cheers! – Brightrock Games Team Click here to discuss this update on our forums Click here to chat about this update on our Discord Never miss an update! Sign up to our newsletter!
[ 2016-06-16 18:16:38 CET ] [ Original post ]
Darkest Greetings Underlord,
On the 31st of May we undertook our third ever Reddit AMA. We invited all members of our community to participate by asking us anything that came to mind, and we have to say we were incredibly impressed with the turnout.
For those who missed it you can read the whole thing here. Otherwise sit back whilst we regale you with some of the highlights.
Highlights
Dr Kersh kicked us off with the big questions [quote=Dr Kersh]Q: Do you regret releasing the game in a beta state and getting not so good reviews vs what would you get now? Do you have plans to re-release it as a goty edition to try to get new reviews? How many more big DLC have you planed for the game?[/quote] [quote=Scott] Most definitely. It has been the single biggest failure in our short history so far. Even today if you search for our game on YouTube you'll find TotalBiscuit's harsh but completely fair preview of the release version as the top result. There is no doubt that kind of initial reception hurts us even today, over a year later. Those are the cards we played. We're on the other side of it now and pushing our hardest to recover from it. This latest release goes a long way from the games' perspective, but possibly more importantly I think it has improved our relationship with our fans - We're not here to make a quick buck and run. We want to build a reputation for a quality dev house.[/quote] [quote=Josh] 1. Yes and no. Yes because, well, it was pretty awful all around. There's no denying that and no excusing it. But we simply had no other choice other than not releasing the game at all - the entire team had gone several months without pay and various other things were already in motion, the boxed release being one. 2. We attempted to do that when releasing this DLC and get very little traction with the press, both traditional and enthusiast. A 'complete' edition later after all planned content is released may be something else we try, but that's still a while away! 3. Can't say for sure right now. We've got some free content already in the works though - more info in this answer.[/quote] Shazzam606060 looks for some advise on how to kickstarter his career as a voice actor. [quote=Shazzam606060]How did you do the voice work for the game? I was/am looking to get into doing some voice acting, specifically for video games, and frankly it seems that the barrier to entry is quite daunting, so any tips or advice for someone to either get into game design or VO would be amazing.[/quote] [quote=Dante] For VA, we worked with an arseload of incredibly talented people. Richard Ridings, Lani Minella, Stephen Fitts, Lauren Synger to name a few. They made bringing these characters to life an absolute pleasure. I got into acting on an amateur level back in 2009. I don't think I actually recorded anything that didn't make me cringe until this time last year. As with most things, it's really about practice, and hurling yourself at the work for as long as it takes to hone your craft. A couple of general things: You don't need an extravagant mic to record something worth listening to. Listen to yourself. If it makes your testicles shrivel back up inside your body, get used to it. Being good is on the other side of that wall, and the only way is through. Dick around. Experiment with voices. Learn accents. Go psychotic on car rides. Mastering the vocal apparatus is an extended learning process, and one of the best ways is to play with it. Have fun with performance, it'll keep you going. As for penetrating the industry: send demos to people! Take a look around subreddits like /r/gamedevclassifieds or /r/recordthis, the indieDB boards, the TES/Fallout mod communities, whatever it takes to get practice in while making connections. If you're good, you enjoy it, and you try, you'll inevitably find something. I wish you the best of luck. It's a riot.[/quote] Arscortica takes an interest in the artisitc side of development and Pat’s all too happy to answer. [quote=Arscortica]Q: As far as visual design goes: Was it your intention to have WftO appear a little bit darker/mature than the original DK games? I.e., in the design of design of the torture chamber (and the actual pained screams coming from it), the blood-filled sanctuary, and the spirit chamber? I'm curious about the visual design ideas behind the Beastmaster and the Behemoth. For the former, most people probably would have expected some kind of minotaur rather than a micropiglet of unusual size. Meanwhile, the Behemoth with its enormous tusks sorta reminds me of a mix between the Demon of Doom Classic and a (very large) zergling from Starcraft 1. Just in how far was the Huntress inspired by the Demon Hunter class from Diablo three? Or was it more of a case of convergent evolution?[/quote] [quote=Pat] Both the tone and the lighting have been intentionally made darker to push the flavour of our vision for this game. It’s been challenging balancing these aspects to a level we were happy with, making sure we kept in mind both our audience and the performance of the game. Making sure the atmosphere we intended to create worked in conjunction with the readability of all the units and rooms, was something that also took multiple iterations and much consideration. It’s been really interesting gauging the suitable balance between gore and humour across the whole game. It was important for us to pay homage to this genre of game whilst pushing it out further with our ideas. Certainly the characters are indicative of this mixture of classic designs and more unique ones. The Behemoth is a personal favourite of mine, developed by our concept artist, Bobby. I can see the aspects it draws from different designs which make it feel very suited in the War for the Overworld setting, but it has a freshness which makes it really different from the traditional dungeon creatures. I like the likeness in your description of the Behemoth. I see it more as the lovechild between a cat and a mutated dinosaur. I think a convergent evolution has been common in the process of most designs since we wanted to mix familiarity and recognisability with our own style.[/quote] Meanwhile Dante asks all the questions you needed to know about Richard Ridings. [quote=Dante] Does Richard Ridings have a firm handshake? Is he as awesome as he seems? How did he get to be so big and strong?[/quote] [quote=Lee] Richard Ridings handshake is as firm as a steel girder. He is even more awesome than he seems, so awesome that his voice will melt you if you're exposed outside of protective gear. He became strong by voicing the Mountain in Game of Thrones and eating Peppered pigs.[/quote] There’s so many more questions that we answered; many about the state of the game, upcoming content or even a little on future projects. Be sure to drop by and read it all! For now we’ll be leaving you with news that Patch 1.4.1 will be releasing tomorrow! There’s a few small features requested by the community included as well as dozens of fixes and other tweaks, we hope you’re looking forward to it! Cheers! – Brightrock Games Team Click here to discuss this update on our forums Click here to chat about this update on our Discord Never miss an update! Sign up to our newsletter!
War for the Overworld
Brightrock Games
Brightrock Games
2015-04-02
Strategy Singleplayer Multiplayer Coop
Game News Posts 133
🎹🖱️Keyboard + Mouse
Very Positive
(6092 reviews)
http://www.wftogame.com
https://store.steampowered.com/app/230190 
The Game includes VR Support
LinuxBuild [5.27 G]
War for the Overworld - Underlord Edition Content
War for the Overworld - Heart of Gold Expansion
War for the Overworld - The Cynical Imp (Charity DLC)
War for the Overworld - Crucible Expansion
War for the Overworld - My Pet Dungeon Expansion
War for the Overworld - The Under Games Expansion
War for the Overworld - Seasonal Worker Skins
War for the Overworld - Map Editor
Tired of invading dungeons? It's time you build your own!
Do you feel you are in a slump? Monotonously disembowelling evil guys in endless quests for gold and a slightly better pair of boots? You are starting to wonder... are heroics really your calling? Welcome to the War for the Overworld!
War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. You play an all-powerful, malevolent Underlord, long banished to the Aether. With unrivalled dark power and an insatiable desire for bloody conquest, you will arise once more, and reclaim your realm!
In your absence, the Underworld lost its way. It became feeble and afraid of the Empire of the Overworld, which grew strong and boldly comfortable in its quiet retirement from evil-slaying. Carve out your dungeon from the soil and stones of the Underworld, and build dozens of unique rooms to attract a myriad of creatures to your halls to work and fight for you.
In addition to your faithful followers, you have destructive spells and powerful rituals to cast upon any unsuspecting goodly Hero (or rival Underlord) who dares to breach your unhallowed halls. With your unmatched dark powers and mighty army of bloodthirsty minions, you are ready for your War for the Overworld!
Do you feel you are in a slump? Monotonously disembowelling evil guys in endless quests for gold and a slightly better pair of boots? You are starting to wonder... are heroics really your calling? Welcome to the War for the Overworld!
War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. You play an all-powerful, malevolent Underlord, long banished to the Aether. With unrivalled dark power and an insatiable desire for bloody conquest, you will arise once more, and reclaim your realm!
In your absence, the Underworld lost its way. It became feeble and afraid of the Empire of the Overworld, which grew strong and boldly comfortable in its quiet retirement from evil-slaying. Carve out your dungeon from the soil and stones of the Underworld, and build dozens of unique rooms to attract a myriad of creatures to your halls to work and fight for you.
In addition to your faithful followers, you have destructive spells and powerful rituals to cast upon any unsuspecting goodly Hero (or rival Underlord) who dares to breach your unhallowed halls. With your unmatched dark powers and mighty army of bloodthirsty minions, you are ready for your War for the Overworld!
Key Features
- Build Your Dungeon - Excavate and build your dungeon beneath the earth of the Overworld. Design its layout as you see fit, creating an underground fortress filled with a wide variety of rooms, each with a unique use and purpose.
- Evil Is Back - Play as an Underlord who has awakened from a deep slumber after countless years drifting in the Aether. This realm hosts a variety of enemies — both Heroes and Underlords will stand in your path as you fight for dominance of the Overworld
- Veins of Evil - Choose from over 60 rooms, spells, potions, rituals, defences and constructs in the Veins of Evil as you progress through the game. There are a plethora of possible Vein combinations you can use to conquer the Overworld. Create your own unique flavour of evil!
- Fortify Your Domain - Build a wide variety of defences within your walls to defend against — and destroy — those who seek to invade your domain.
- Cast Wicked Spells - Call down unholy magic to strengthen your dungeon, route enemy forces, flood corridors with Micropiglets, or simply turn a meddlesome Hero into a geyser of giblets.
- Unleash Devastating Rituals - Punish your foes or empower your own forces with game-changing Rituals that can do anything from raising an undead army, to instantly fortifying your entire dungeon.
- Command Powerful Minions - Over 20 minions await your call, and will gladly work and fight under your banner... if you provide them with all the creature comforts they demand.
- Conquer the Overworld - Play through a feature-length campaign, facing off against the Emperor of the Overworld as you fight for complete supremacy in the Realm of Kairos
- Destroy Your Rivals - Take the fight to your rival Underlords in Skirmish or Multiplayer matches with up to four players.
- Challenge Ruthless AI - Team up with a friend or fly solo and challenge devastatingly sophisticated AI Opponents in Skirmish or Multiplayer!
- Shape the Underworld - Create entirely new Skirmish, Scenario, Sandbox and Multiplayer levels in the Map Editor and share them with other Underlords via Steam Workshop!
- Test Your Mettle - Run the gauntlet of the prototype Survival mode and see if you can top the high score against waves of enemies!
MINIMAL SETUP
- OS: Ubuntu 12.04 or higher
- Processor: Dual Core CPU @ 2.5GHzMemory: 4GB RAM
- Memory: 4GB RAM
- Graphics: Nvidia GT450 512MB or better. ATI 4870HD 512MB or betterG3D Mark: 1500Hard Drive: 7GB available spaceSound: Speakers or headphones Additional Linux Requirements: glibc 2.14 or later libstdc++6 or later GCC 4.9 or later Only the latest video card drivers are supported OpenGL 3.0 support is required Full Knowledgebase Article
- OS: Ubuntu 16.04 or higher
- Processor: Quad Core CPU @ 2.5GHzMemory: 8GB RAM
- Memory: 8GB RAM
- Graphics: Nvidia GTX 560 1GB or better. Radeon 8950 HD 1GB or betterG3D Mark: 3000Hard Drive: 10GB available spaceSound: Speakers or headphones Additional Linux Requirements: glibc 2.14 or later libstdc++6 or later GCC 4.9 or later Only the latest video card drivers are supported OpenGL 3.0 support is required Full Knowledgebase Article
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