The Return of Ashes: Two Worlds Collide
Almost four years ago, Dagur Dragon sent me the following via email:
I was wondering if you would happen to know what happened to the game ‘Ashes’ and their website?
Thank you,
Dagur Dragon
At the time, I had absolutely nothing to say to him, other than to remark that what had once been the main project website for Ashes was gone, evidently “garbage collected” by the host. There was — and still is — a project entry for Ashes at Old Aiera, but it was relocated to the Aiera Cemetery as of September 2010.
Well…didn’t I just get the most surprising message from two separate sources this morning: Infinitron Dragon via Facebook, and Charles of Classics Remade via a comment. Ashes is back, Dragons and Dragonettes. And what’s more, they’re looking to crowdfund development on the game!
So…what exactly is Ashes?
Ashes: Two Worlds Collide is an original, single player RPG game built on the philosophy of old school rpgs and is strongly inspired by three milestones of RPG history: Ultima VII, Drakkhen and Demon’s Winter. We’re trying to replicate the exploration, atmosphere and compelling plots of these classics while adding some other features.
Features
- Open Seamless World:
The world of Ashes is open and seamless. You are free to travel where ever you like within the natural constraints of the game.
- Story:
Ashes: Two Worlds Collide represents one of many stories forged in the minds of a group of pen and paper rpg players over a period of 10 years. Plots, quests and characters were all sculpted with intricate detail.
- Tactical Turnbased Combat:
We’re not talking Jagged Alliance but we are hoping to implement tactical elements into the turnbased combat system. Anyone who has enjoyed turnbased combat will be relieved to know that Ashes is certainly not a hack and slash game.
- Characterised Party:
In Ashes You get to create your own party of four characters but they won’t just be a bunch of names and stats. For each member you’ll also have to choose a personality (valiant leader, cynical wrangler, shy intellectual and eccentric weirdo) which will play a very important role in the game.
- Party Dialogue:
Ashes is all about role playing a party rather than an individual with followers. As such the dialogue system lets you speak using the voice of any party member and use their individual skills as you see fit.
- Reputation:
Ashes will use a simple but effective reputation system. Kill innocents or steal and your reputation will follow you. Guards will begin chasing you as you enter a town, merchants will refuse to trade with you, and if you really get too far – be prepared for bounty hunters seeking your head.
- Living NPC’s:
NPCs don’t just stand in one place all day. They live their lives, work in their shops, walk around, eat at lunchtime, sleep at night and so on.
This game was a seriously exciting prospect a few years ago: a 3D, open-world RPG that took a strong visual cue from Ultima 7. Back then, it was being developed as an offline game; in this relaunch, Bruised Faces (the developers) are taking things in a bit of a different direction:
Ashes is being built using WegGL, HTML5 and Javascript which means the game will run in a browser. At the moment Chrome, Firefox and Safari support these technologies.
Now, I’m going to climb up on my soapbox for a minute here…bear with me.
As of right now, the Bruised Faces team haven’t released any screenshots or other media showing off the current look and feel of the game. Some might turn up their nose at the prospect of a browser-based game, but the fact of the matter is that browser-based game engines are, in this day and age, capable of supporting quite advanced graphics (just check out Drakensang Online!) and complex game systems. We have arrived at a point where there need not be any actual difference in gameplay experience between a browser-based game and an offline game, except that to access the former you would double-click the icon for Chrome rather than the icon for the game itself.
A few days ago, T.J. “Enderandrew” Brumsfeld left this comment on another article:
Here is a random tangent to discuss.
As I understand it, some of the Lazarus developers ended up landing jobs on Kingdoms of Amular. I know there are some very talented modders in the Ultima community. Many are split across many projects, some of which appear to be stalled.
Kickstarter is all the rage. Many old game properties are being revived. EA likely wouldn’t license Ultima rights for anything, even a remake of Ultima I that presumably wouldn’t compete with whatever Mythic is doing.
However, that doesn’t mean the Ultima community of fans couldn’t band together with a showcase of their work under one banner, and propose a spiritual successor as a Kickstarter project. It wouldn’t bear the Ultima name, nor take place in Britannia.
But it would blend systems of complex morality (as opposed to good and evil) and complex themes in a traditional fantasy setting.
You could license a relatively low-cost engine ( http://unigine.com/products/unigine/licensing/ ), use an open source engine, etc.
You’d need a dedicated team who can deliver in a timely manner. Perhaps set a development time of 18 months for a game.
But couldn’t this community put together a Kickstarter project?
If such a thing were to materialize, I’d like to do writing/design work.
Might I humbly — or even not-so-humbly — suggest that just such an opportunity is now staring us all in the face?
I think this project is worth supporting. Indiegogo — which is the non-US Kickstarter portal — offers a “flexible funding” campaign option, which the Ashes team have opted for. That means that they don’t — strictly speaking — have to reach their goal of $100,000 in order to receive funding; they will receive whatever funds they have amassed after their 30 days time out. It’s my earnest hope that they can hit the limit they’ve set for themselves, but it’s nice to know that even if they don’t, they won’t get nothing. I’ll be contributing to the campaign this weekend, and I’d encourage anyone who is serious about the above to do likewise. There will be an Ashes widget on the sidebar until their campaign times out in a month.
And…heck. If you think you might be able to help out, why not drop the team a note and volunteer your services to them?
Wow, this was a shocking announcement. I’m glad their back and actually trying to finish this game.
I was really looking forward to this back in the day, so it’s good to hear back from them.
That being said… I think they really do need more to show.
Screens and video of the old project is fine and all… but I feel it might be counterproductive in the sens it might give people the impression that is this how the actual project is gonna look.
IMO they need to get something more substansial to show ASAP, because while the idea of a crowd funded Ultima inspired project is appealing, people will need more insentive to actually go and fund the projet. One might argue, that they perhaps should have put some form of prototyp together on their spare time before setting up this.
Basically – all I’m hoping is that they have more to show soon, or else the 100 000$ goals seems incredibly optimistic.
two things, the downside to browser games is not the browser but that you need to be *online*. With my flaky connection at times, this is a real put off for *me*. I know that enough people are fine with that and that browser games actually are doing great…
But anyway, I have a grudge with Andrea so not many chances I’ll ever play this OR, god forbid, will sent money to him… 🙂
oh, looking at it I find it very odd that there is no mention of their full names, neither on that indisomething page nor on their homepage. I know that Andrea is Andrea Previtera who used to post in the Exult forums as himself and “Silver Venom” but no idea who Olly is…
I’m shutting up now… 🙂
Sorry to say but my initial exitement died as soon as I found this is not actually revival/restart of their old project but some online only web rubbish I could not care less about. Sorry, I’m only interested in only DRM free single player games I can download, install and play offline.
Ashes was one of my most anticipated games back in the day and I probably would’ve donated/pledged to have it done even today. But this new “thing” is not it.
Lack of anything to show of actual game is also would’ve made me reluctant but one part in their introduction puts my alarm bells ringing big time and it’s this sentence: “But we are very very curious, and so we were fiddling with “the next big thing” – html5 + webgl”. Hold the presses!!!
Let me get this straight, two obviously experienced and capable programmers (they made the old Ashes) are choosing to develop game on new programming language that is untried and untested just because it might, I must strongly stress “might” part, be next big thing instead of languages and systems they have years of experience!? W…T…F!?!?!?
From the way they talk in that paracraph I get the impression they are total newbies with HTML5+WebGL and have nothing to demonstrate their skill in it. Nor is there anything to demonstrate HTML5+WebGL’s game making capability. How many commercial grade games/programs have they or anyone else actually done with them?
This reminds me of how OpenMW got started. The original developer started is as experiment in new D programming language. Project progressed well initially but all too soon D’s immaturity and limitations became all too apparent. There were barely anyone who’d even heard about it let alone tried to program with it, all tools and plugins were programmed in C/C++ and in D it was either difficult, inconvinient or straight up impossible do many things that were standard in C/C++. He eventually ended up stitching C/C++ plugins and C/C++ code into his D program and as development progressed it became harder and harder to keep it stable and add new stuff to it without breaking something. He eventually ended abanding D language altogether and left the project entirely not soon after.
Sorry about wall of text. Their attitube in the paracraph just rubbed me in the wrong way in the wrong places.
Who says it’s an online game? You can run your browser when you’re offline.
Game data would reside on their servers so it’s online only. No installation, no offline mode.
[quote]Also: no installations, no need to deploy patches/updates because the game is patched/updated as soon as we just “refresh” the game on our servers.[/quote]
I don’t really understand their enthusiasm over the whole HTML5+WebGL rubish. 3D games have been around over decate now and there are 3D games that run thru browser using java applets. I really don’t see what difference it might make even if they managed to code the game. It doesn’t really matter to end user what the game coded with. They only care about playability.
I really don’t care if game is programmed in computer language, cobol, basic, C, C++, C#, D, Java… etc. I only care if it’s good (content, gameplay, playability and performance), DRM free single player game I can download, install and play offline. That’s it. No game clients, multiplayer or any sort of social nonsence they try to push from every direction these days.
Programming nerds who care more about the technical aspects than actually designing a game. They need to program in something that’s “interesting” to them or they’ll lose motivation.
That kind of attitude doesn’t inspire lot of confidence in the project or people running it. Those kind of people tend to get distracted the moment “the next big thing” comes around or pretty much anything that happens to catch their fancy.
But currently it’s pretty moot as they’ve returned the project to drafting table.
@Wtf Such an opportunity has always been staring us in the face. It’s called programming.
Heh I wish I had some programming skill to write my own engine really, instead of bothering with NWN2. Meh.
That’s like me saying “a solution to all the world’s problems already exists…it’s called Catholicism.”
By which I mean, yes, in an ideal world, everyone would be able to roll their own game engine and run with it long and far enough to crank out a great game and worthy successor to Ultima.
But this is not an ideal world.
I’d argue that it takes just as much time and effort (though probably not as much cunning) to create a bunch of 3D models and textures as it does to program a game engine. If you don’t believe me, go ahead and try to do all of Ultima VII’s art assets in Blender or 3dsmax and get back to me two or three years from now.
Of course a game engine could be Minecraft or it could be CryEngine 3, so it’s best to set realistic expectations for a project based on your team’s skills and available time.
A couple clever programmers (or even one like Notch) can create some really amazing things engine-wise if they put their minds to it. I think the problem might be that programming just seems really intimidating to people who haven’t jumped into it yet. From my experience 90% of programming doesn’t have anything to do with the language, syntax, or your experience level with it. It’s all logic. The same thing we use every day at work or just navigating to the store to buy groceries. The math is generally simple algebra, and anything that’s not you can look up.
As far as choosing a language, look for one that is portable, does what you need it to (OpenGL, sound input, whatever), and whose code syntax looks the least like gibberish.
Programming is as hard as doing anything well. Even using pre-existing engines you still have to figure out how they work, how to exploit or expand them, scripting, all the toolsets and possibly file formats and create all the art assets. There’s really no silver bullet in game development, so sometimes rolling your own isn’t as bad as you may think. And you can license it, hahahaha. 🙂
Again, I don’t disagree on any one point in particular, except with what I’m perceiving as a kind of “anyone really should be able to do this” attitude that permeates your overall position.
Would that it were so, but it just isn’t. There are people who, unfortunately, are just not STEM-oriented, and there are people like you and me who are.
I’m not trying to belittle anyone’s achievement, to be clear. Programming a decent game engine is hard. Doing anything well is hard. I do believe that anyone (well, almost) can do it, and do it well if they stick with it and don’t get down on themselves.
I’m not exactly STEM-oriented, unless you mean the little twigs I pick out before packing my pipe. I barely graduated high school, didn’t go to college, sucked at math and didn’t go higher than Algebra II. I have the benefit of being a little clever (read books when you’re young; that’s the key), but it’s mostly persistence, drive and imagination that are responsible for anything cool I’ve done.
Perhaps the greatest failing a person can abide is to tell themselves, “I can’t do that.” In the great words of my not-so-great presidente, “Yes, you can.”
Also your argument about Catholicism is correct, and funny.
@infinitron:
Nitpicky, eh? No one wrote it is an online game but so far most browser games worth knowing need the browser to be online. So it’s an educated guess you will need to be online for this.
The more I thought about this project the more I’m amazed that these guys think they can pull it off and get enough funding. Yes, RPGs seem to get crowdfunding these days but that’s started by known people.
I doubt that two unknown guys, just named Olly and Andrea, can pull this off (that name thing seems to me incredibly short sighted)…
I’d have to agree – the 100k goal just seem ludicrous. An amateur game by unknown COULD get some fundings… but they’d need to show some meat first, a tech demo of some kind – perhaps even RELEASE a playable tech demo of some kind so that people have somme proof that they are capable of creating what they say.
Unless you are a known name or studio that’s the only way this has any hope of working IMO
Kickstarter Fever: An emerging epidemic, symptoms include acute loss of elementary common sense
Pretty much yeah.
This is a shame because I could see something like this working… but it’d need to be carefully planned and presented, and it just feels like they haven’t given much thought here beside “Hey! If we kickstart our project we could be able to do it.”
Still, I wish them the best (I really liked that tech demo/video from the old version) but… I’m not optimistic at all 😛
It’s a numbers game (Kickstarter). If they ask for $100,000 and 10% of individuals viewing the project donate an average of $20 then they need 50,000 unique human hits. Imagine they don’t get front page rotation (staff featured project) and they need to drum up that many hits using their own devices. Good luck with that shit. I had the same problem when I ran my Kickstarter project way back when.
I hope they succeed because it looks -extremely- cool, but I have my doubts unfortunately. Best of luck anyhow, guys.
And also it’s not on Kickstarter but Indiegogo. Damn I’m an idiot sometimes…
Indiegogo is Kickstarter’s international portal. Which I believe it says above.
Indiegogo is the internation equivalent of Kickstarter, but I don’t think they are related.
Well… they seem to have taken their page down again?
Seems the Indiegogo page is in “draft” mode yeah, I assume they are making change to it. Their website is still up though
Infinitron had mentioned that they have downward-revised their goal to $30,000…but I’m assuming that their page came out of draft at some point for him to notice that.
What they’re up to now, I can’t begin to guess.
IGG has two fundraising types, one like Kickstarter where the full amount must be raised (IGG skims 4%) and one where the project can keep whatever it raises (9% skimmed). Hopefully they’re using the latter and are determined to finish it whether or not they can quit their day jobs.
Also according to their respective Wikipedia pages, there is no relationship between Kickstarter and IGG. Maybe they just failed to mention it, but it sounds like they’re independent.