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Rapporter et problem med oversettelse
Take care!
IMGN.PRO and Fool’s Theory Team
Thanks karl.millsom. Your support is awesome! We can't wait to show you more. We have many aces up our sleeves and we will reveal them at the right times. Lately, we were at the PAX East and media coverage from that event should bring some light to the mentioned elements.
Take care!
IMGN.PRO and Fool’s Theory Team
I understand that this game will not be overall similar to Thief, and will have a completely different gameplay and identity, which I will certainly come to love, but I'm just looking for a little common ground to whet my appetite.
Sorry if I'm blathering. I just got all excited when I came here and watched the trailer. I haven't even been to your website yet. I'll fix that right now.
Don't be sorry. It's a fantastic thing to know that you like what we do. This project is something more than just a job for us ;)
Music will be very similar in our game. The soundtrack was mainly created by Marcin Przybyłowicz. In the past, he was the main composer for The Witcher 3.
Take care!
IMGN.PRO and Fool’s Theory Team
In a thief game I really want there to be a lot of secrets to discover. There should be secret doors, secret vaults, and personal secrets you can sell.
Traps as well, potentially placed by you, but certainly the kind you have to disarm or bypass.
The chance to overhear important or valuable conversations if you take more dangerous routes around guards.
Don't make the stealth so hard it isn't fun. If you're a professional thief you should be good at what you do. (possibly offer difficulty options, casual, normal, hard ...)
Make sure that someone who wants to do either a complete stealth or a complete murder playthrough has the ability to do either.
Dialogue should be more than just surface discussion, the addition of philosophy, deep thinking, moral questions, and so forth, will really enrich the game.
Make difficult moral questions, actual difficult questions not easy morality.
Don't put important parts of the game behind one kind of playwall, i.e. you can't get the best experience unless you kill people or are good at stealth. BUT likewise give each playstyle something of their own in the story.
Let you get around some combats, or being discovered, through conversation. If someone sees you, sometimes give the player the option to convince them not to reveal you. (you don't have to do that all the time, but a few times would be nice)
Give players the option of playing good, neutral or evil playthroughs and don't make evil "cartoony evil".
If there is enough of a story, include a couple romance options - people love romance. (Say one or two options for men and women, make them "PC sexual" so gay or straight players both have options).
Include a stash somewhere so if you know you'll need X later you can store it and not be forced to go back.
Let people pause during combat so they can plan what they're going to do.
Auto-looting of certain things, like dropped coins and potions.
Add a quest marker to the map and let people turn it on or off in options. (I know there are a lot of people who hate getting lost in missions)
Add drugs and alcohol with actual benefit/drawback balances (A drug gives you a speed boost but lowers your armor class in the process; alcohol gives you more hit points but lowers your attack value ...)
Make items you gather fun or interesting - Torment did this well.
Sell instant revival items or potions so you can get around having to restart at a checkpoint every time you die (the frustration of getting through a difficult area and then being forced to do it all again when you die can be maddening). They can be expensive but give people a chance to have 1 every major mission.
Encourage and reward exploration with tangible benefits (rp opportunities and items you wouldn't have otherwise).
There's probably more, but all I can think of right now.
@jack_of_tears,
Thanks for a fantastic feedback. We have noted everything down. It is a very interesting lecture for us. If you have anything more, we will love to read it too :)
When it comes to the PAX West, we are checking the grounds right now, but it's still too early to announce if we will or not. Stay tuned :)
Take care!
IMGN.PRO and Fool’s Theory Team
Best wishes!
IMGN.PRO and Fool’s Theory Team
We don't have any plans about the alpha version at the moment. It's still for us to decide about the ways of releasing our game. Right now we prepare another big announcement, so stay tuned!
Take care!
IMGN.PRO and Fool’s Theory Team