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Coldfire Keep: First-Person RPG

View Poll Results: Old-school RPGs like "Dungeon Master" are:
Awesome, I can't get enough of them! 167 61.62%
Alright, I can take them or leave them. 63 23.25%
Dead, modern RPGs are far better. 37 13.65%
Who cares; all RPGs suck. 4 1.48%
Voters: 271. You may not vote on this poll
02-19-2012, 03:30 PM
#1
Joined: Aug 2010
Location: Sydney, Australia
Posts: 126
Coldfire Keep: First-Person RPG

Coldfire Keep is a traditional first-person role-playing game for iOS. The game utilizes the 90-degree-turn and grid-based movement systems of early first-person RPGs, along with semi-turn-based combat.

The game is being developed by myself and several contributors.

Players will control a party of four heroes, created from four traditional classes, and explore a vast dungeon filled with puzzles, traps, and monsters.


Youtube link | Pop Up


For more information and ongoing updates, please visit my website:

Steve Jarman

You can also keep up to date with the latest by following me on Twitter:

@sjarm

Last edited by geppetto; 02-09-2014 at 05:00 PM.
02-19-2012, 05:05 PM
#2
Hey geppetto. Glad to hear that you're working on a new title. From the description the game sounds very intriguing. Hopefully this one connects better with a larger audience than Descend.

02-19-2012, 05:39 PM
#3
Joined: Aug 2010
Location: Sydney, Australia
Posts: 126
Quote:
Originally Posted by squarezero View Post
Hey geppetto. Glad to hear that you're working on a new title. From the description the game sounds very intriguing. Hopefully this one connects better with a larger audience than Descend.
CK is a very different beast to Descend, both in terms of scope and in the level of freedom that players have within the game. It will also be quite a different beast to the first-person RPGs that have come before it, though obviously there's a lot of great influences going into this thing.

The player's party is created from scratch using a traditional four-class system of Warrior, Rogue, Mage, Shaman, allowing much greater strategic freedom. But as a twist, I'm working on a pretty interesting conversation system that allows the characters to have discussions with each other that are "in character", or relevant to their "role" within the party.

Individual levels will be much less linear, with optional areas that are either hidden or require certain criteria to be met before becoming accessible. There is also a much greater scope of "Circumstances" that the player can find themselves in, in relation to puzzles, traps, etc.

All-in-all, this is just a much "bigger" game with much more ambitious goals. I'm really looking forward to seeing how it all turns out

Last edited by geppetto; 11-12-2012 at 04:57 PM.
02-19-2012, 07:30 PM
#4
Quote:
Originally Posted by geppetto View Post
CK is a very different beast to Descend, both in terms of scope and in the level of freedom that players have within the game. It will also be quite a different beast to the first-person RPGs that have come before it, though obviously there's a lot of great influences going into this thing.

The player's party is created from scratch using a traditional four-class system of Warrior, Rogue, Mage, Shaman, allowing much greater strategic freedom. But as a twist, I'm working on a pretty interesting conversation system that allows the characters to have discussions with each other that are "in character", or relevant to their "role" within the party.

Individual dungeons will be much less linear, with optional areas that are either hidden or require certain criteria to be met before becoming accessible. This concept also applies at the World Map level, with both "Story Areas" as well as optional areas that are either discovered by chance, or by fulfilling certain obligations elsewhere in the game.

Within the dungeons themselves, there is also a much greater scope of "Circumstances" that the player can find themselves in, in relation to puzzles, traps, etc.

Loot is also greatly improved with weapon and armor "Aspects" that grant special abilities, immunities, etc. These are also generated on the fly so repeated play-throughs will yield different pickups for the player to experiment with.

The "Talent" system is also a little more traditional, with D&D style feats and skills which characters are able to learn and improve when leveling up.

All-in-all, this is just a much "bigger" game with much more ambitious goals. I'm really looking forward to seeing how it all turns out
Great to hear. Good luck racing funds.
02-19-2012, 07:49 PM
#5
Joined: Aug 2010
Location: Sydney, Australia
Posts: 126
Raising the funds... yep, that certainly is the challenge at hand
02-19-2012, 08:03 PM
#6
Joined: Jun 2011
Location: Here
Posts: 1,400
One question: Will this be releasing for iphone/iPod Touch as well?

I don't want a signature.
06-27-2012, 04:41 AM
#7
Joined: Aug 2010
Location: Sydney, Australia
Posts: 126
Here's a sneak peek at the WIP Character Generator showing the class selections (Warrior, Rogue, Caster, Shaman) and the basic ability point system. Very traditional.

07-03-2012, 05:31 PM
#8
Joined: Aug 2010
Location: Sydney, Australia
Posts: 126
And one more; in-game with a bit of (WIP) interface showing.

Now... back to work!

07-03-2012, 10:16 PM
#9
Joined: Jun 2009
Location: Greece kos island
Posts: 1,023
This Game getting better and better its week.

Looking forward!!!

I am the punishment of GOD
if you had not committed great sins
GOD would not have sent
a punishment like me upon you Genghis Khan
09-24-2012, 08:02 AM
#10
Joined: Aug 2010
Location: Sydney, Australia
Posts: 126
It's been a while since I updated this thread so I just thought I'd drop some new screenshots to assure everyone that progress is definitely being made.

Development is progressing well and the depths of Coldfire Keep are really starting to take shape...