Basilisk Update 2016

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BasiliskWrangler
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Basilisk Update 2016

Post by BasiliskWrangler » January 3rd, 2016, 11:58 am

Greetings friends, old and new!

Normally I post a New Year message on the front page, but this year I decided just to post a message here to our regular visitors and dedicated fans.

2015 was a transitional year for us. Having finished Book III in 2014, we spent all of 2015 investigating new technology (playing around with VR and mobile platforms) while finishing up the design document for our next RPG. We've also helped out a few other indie developers with their projects (consultation mostly), worked on a couple contractual jobs, and we've converted our workstations over to new software (Unity & Blender) on which our next games will be built upon. We also celebrated our 10th year as a game developer with a major website redesign. It was a busy year for us, despite not having anything to really show for it (well, besides the new website).

For 2016, we plan on diving into the next RPG full speed, though we don't have a development schedule to share with you yet. When we have something worth showing off, we will. Also, in moving over to Unity, we've developed a handful of mobile-style games while learning the new software. As such, we will likely release these games to generate a bit of operation revenue for the company. These games won't be under the "Basilisk Games" label since they aren't RPGs or adventure-style games, though I'll be sure to share a link if anyone wants to check them out and help support us.

Oh yes, and I did say about a month ago that I would share some "next RPG" concept art with you. Remember, these images are concept art- not in-game screenshots, not engine shots, and not even production shots. These are images created by an artist based on location descriptions, which we'll use for inspiration while we design levels. It should give you a basic idea of the design goal, and also prove to you that we are actually working on something! :wink:

Game on!
concept3.jpg
concept3.jpg (152.12 KiB) Viewed 6565 times
concept4.jpg
concept4.jpg (251.21 KiB) Viewed 6565 times
core2.jpg
core2.jpg (221.95 KiB) Viewed 6565 times
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Arkos
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Re: Basilisk Update 2016

Post by Arkos » January 3rd, 2016, 12:54 pm

I can't wait to see what you come up with for this new game. Based on the screenshots, it's sure going to be different from Eschalon, to be sure.

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blatherbeard
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Re: Basilisk Update 2016

Post by blatherbeard » January 3rd, 2016, 2:46 pm

nice concept shots for sure!

im not a huge mobile game guy but id at least look at what you put out to see if id play it. currently i found Dungeon Boss and i love it.
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SpottedShroom
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Re: Basilisk Update 2016

Post by SpottedShroom » January 3rd, 2016, 6:26 pm

Purty art! I kind of want to brute-force reverse those blurred letters, but I'm kind of a jerk like that :)

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Leezar
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Re: Basilisk Update 2016

Post by Leezar » January 4th, 2016, 8:19 am

Halo + Deus ex + Descent

This game will be awesome!

Just plz make the RPG leveling stuff more like Red Steel 2 and less like the Witcher.

Encountering enemies that are unkillable or becoming unkillable based on excel sheet values is dumb :(

(If its a shooter and not turn-based, it shouldn't primarily be how much DMG you deal with each hit, but primarily how many special skills you have and how skillfully the player uses them that matters)
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Dies a Lot
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Re: Basilisk Update 2016

Post by Dies a Lot » January 4th, 2016, 2:14 pm

I would also like to see the mobile games you've developed. So, definitely post the links to them when you release them.

The concept art does look very interesting. Look forward to anything you make.

Ron

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vdweller
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Re: Basilisk Update 2016

Post by vdweller » January 4th, 2016, 7:01 pm

Are those made with Bryce 3D?

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Painted Lady
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Re: Basilisk Update 2016

Post by Painted Lady » January 4th, 2016, 7:14 pm

These art shots make me totally impatient to see what you are doing next. Please do let us in on the mobile games you have developed. Keep up the good work BW!

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Kreador Freeaxe
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Re: Basilisk Update 2016

Post by Kreador Freeaxe » January 4th, 2016, 9:37 pm

Very cool looking shots, BW. Looking forward to more information on everything you've been doing and do going forward. :)
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MyGameCompany
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Re: Basilisk Update 2016

Post by MyGameCompany » January 5th, 2016, 9:10 pm

Great news! Can't wait to see what you've been working on.
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Re: Basilisk Update 2016

Post by geishaboy » January 9th, 2016, 7:52 am

Great to see you guys are still alive and kicking. Can't wait to see what the new game will be like!

mercy
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Re: Basilisk Update 2016

Post by mercy » January 15th, 2016, 12:14 pm

These pics are interesting and make me curious about the game, which is a good thing! Congratulations!

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Re: Basilisk Update 2016

Post by Quaan » March 10th, 2016, 3:14 am

I am so ready for the next Basilisk Game!

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BasiliskWrangler
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Re: Basilisk Update 2016

Post by BasiliskWrangler » March 10th, 2016, 9:12 am

Quaan wrote:I am so ready for the next Basilisk Game!
Me too. This part of the game development process is painfully slow- it's an arduous task turning concept art into playable areas, building the hundreds of objects needed to fill the world, and building the core game engine. We'll have nothing really worth showing until most of this is done.
See my ramblings and keep up with the latest news on Twitter & Facebook.

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Re: Basilisk Update 2016

Post by nottorp » March 12th, 2016, 6:12 pm

Sorry to whine, but if you've switched to Unity, can you still keep laptop users in mind?
In my experience, Unity is the great battery eater for no good reason. I got better performance and battery life while playing xcom (1 not 2, but that was pretty hard on a system too) than when playing $random_unity_game. Every time.

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