![]() Are you looking for more team members?Ī: Right now, we are looking for more coders, 3D modelers, and animators. How many team members does OnceLost have?Ī: At this moment we have a little over 30 members.ħ. If you wish to help out, the Best way is by wishlisting the game on Steam, as well as subscribing to the Youtube Channel, and following our Twitter and Facebook.Ħ. Is there a Kickstarter or crowdfunding how can I help?Ī: There is no Kickstarter yet, though crowdfunding is an option that has been considered. What kind of game will this be will it be similar to The Elder Scrolls?Ī: The game is a first person RPG similar to The Elder Scrolls 2: Daggerfall, set in a very large, open-world, filled with many interacting factions, in which choice and consequence will play a major role.Ī: The game will have modern graphics with a stylized-realism art style.Ī: The game is currently in pre production, though we have several systems which we have completed a first pass on, but the team is working on a voluntary basis until funding is procured, therefore, it is too early to determine a release date.ĥ. God I hope they manage to put something out despite all odds.ġ. Despite everything that has come out about this project. I think you could make an interesting world that big with some tech improvements back then. I haven't done an exact count but it looks like they were planning around 650-700sqkm when you remove the white squares and the water. When you factor in that it was becoming a proper industry with longer development schedules, bigger budgets and LeFay's desire to turn it into some sort of massively multiplayer online sandbox where players would be the NPCs and ports potentially landing on the Playstation/64/Dreamcast/PS2/Xbox, it's a giant missed opportunity and one of the most interesting what-ifs in gaming. Can't help but feel they were a couple years too early for their ambitions. TES3:Tribunal was going to be much smaller but more detailed and double-down on emergent gameplay and I've always wondered how that would've turned out if they released in the late 90s or early 2000s. ![]() Perhaps it was too big for its own good but as Daggerfall Unity has demonstrated, there's a hell of a game underneath all the game breaking bugs and some half-implemented features, I feel they were on track to solve those problems in the sequel that never came. Daggerfall was released in 1996 with 100% proprietary technology on a 25-man team and a 15 month all-hands-on-deck production schedule. Say what you will about Daggerfall but revisiting the procgen systemic sandbox approach to RPGs is long overdue.
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