dave-belcher

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  • Embers of Caerus exploration demo now available

    by 
    Jef Reahard
    Jef Reahard
    11.03.2013

    Indie sandbox MMO Embers of Caerus is now playable. Well, sorta. The team at Forsaken Studios has released a single-player exploration demo designed to get you puttering around a portion of the gameworld. Access requires a valid community account according to Forsaken technical director Dave Belcher. Embers of Caerus is a fantasy sandbox set in a sprawling gameworld and featuring everything from naval combat to GM-driven dynamic events. The game was initially announced in 2011. [Thanks Aganauton!]

  • Embers of Caerus September update details explorable demo and team changes

    by 
    Shawn Schuster
    Shawn Schuster
    09.23.2013

    Forsaken Studios has released its September development update video this weekend for Embers of Caerus, and in it, we get details on a new community manager, some issues the team is having with funding, and the upcoming exploration demo that's in the works with a new engine. As technical director Dave Belcher explains in the video, the investment hurdle merely means that the team will need to step it up a bit to show off more of what the game is at this point, with the possibility of more crowd funding in the future. Belcher explains that the game will be moving from Havok's Vision engine to the Unity engine (temporarily) for new prototypes, which should help show potential investors (both large and small) what the game is all about. Check out the entire 18-minute video just after the jump for more on what the team has been up to in the last few busy months.

  • Embers of Caerus team LFM

    by 
    MJ Guthrie
    MJ Guthrie
    05.06.2013

    If you've wanted to get in on developing a game, now could be your chance. In Embers of Caerus' April dev letter, technical director Dave Belcher invites folks interested in filling newly opened positions on the dev team, from programmers to animators to sound designers, to send in an email and apply. Positions are also available in community and PR roles. Along with the job opportunity announcement, Belcher notes that the team's first on-site weekend of code crunching was successful and that another is planned for the end of May. This time, however, more of the team is invited and the event will be livestreamed. More details for that will become available as the time draws closer.

  • Embers of Caerus' naval combat is 'almost a ship simulation'

    by 
    Jef Reahard
    Jef Reahard
    06.16.2012

    Embers of Caerus' feature week continues, and the topic du jour is naval systems. Technical director Dave Belcher steps in front of the camera to talk about the indie sandbox MMO's ship implementation, which he describes as "almost a ship simulation." Other MMORPGs feature sailing ships, of course, but Embers of Caerus is aiming for something a bit more ambitious. "You're using the weather, your sails, and your control of the ship to gain best advantage from that weather," Belcher explains. "Weather is persistent throughout the game, and wind plays a huge role for ship captains and naval tacticians." In terms of the ships themselves, Belcher says that the dev team will implement everything from tiny rowboats to frigates and larger galleons. Have a look at the full video after the break, and don't forget about EoC's Kickstarter project, which wraps up in three days. [Thanks to Sam and Dave for the tip!]

  • Second Embers of Caerus feature week video introduces Dynamic Events Team

    by 
    MJ Guthrie
    MJ Guthrie
    06.15.2012

    Who doesn't love unique live events guided by real people interacting directly with the participants? If you don't, then there is no need to read further. But if you do, have we got some news for you -- a sandbox promising just that! As Embers of Caerus' feature week for Kickstarter continues, Forsaken Studios released the second video blog, this time highlighting the Dynamic Events team. After a few minutes of answering viewer-submitted questions brought on by the first video feature about death, Technical Director Dave Belcher introduces the star of the clip. What exactly is the Dynamic Events Team? Dave likens this group to pen-and-paper Dungeon Masters; they will have tools to run dynamic stories in-game on both a small, local scale and world-wide. They will also work around the clock to monitor the health of the world, using events for such things as encouraging players to disperse from overly populated areas or to replenish resource-depleted areas. This whole system is meant to really bring the game world to life. To illustrate an example, Dave reads through a sample event. Catch his remarks after the break. [Thanks to Flintwick for the tip!]

  • Embers of Caerus death system revealed in video blog

    by 
    MJ Guthrie
    MJ Guthrie
    06.13.2012

    With a plan of cranking out as many features as possible during this final week of its Kickstarter campaign, Forsaken Studios has released a video blog with over 17 minutes of video detailing the planned death system in Embers of Caerus. Technical Director Dave Belcher explains how Embers of Caerus is going well beyond death as a slight inconvenience. Death in EoC is actually a three-stage process: First, incapacitation (health bar drops to 0); second, a restricted state with its own health bar (10% of your main health pool); and third, body destruction (no resurrection, only respawn). Your body can also be looted at each stage of death. If your body is destroyed, you will drop gear, which can be picked up for up short time or become buried in the world. Embers of Caerus is also implementing two types of stat penalties upon death, one temporary and the other permanent (along with a system to counter the permanent loss). Dave continues on to discuss the karma system, body mutilation, and the chance of repentance. With so much important information, don't miss the video after the break. [Thanks to all who sent in the tip!]

  • Embers of Caerus reaches Kickstarter funding goal with 22 days to go

    by 
    MJ Guthrie
    MJ Guthrie
    05.28.2012

    Just a few days ago we reported that Forsaken Studios was launching a Kickstarter campaign for Embers of Caerus and set a goal of $25,000. After hitting 92% of its goal in only five days (including one confirmed $10,000 donation), developers released a video update thanking all supporters, large and small. The update also offers more tidbits of information, including the addition of a jobs page to the official site for those aspiring to work on Embers of Caerus and a reward matrix that better spells out what donors will receive for their contributions. Technical Directer Dave Belcher also gives some insights into why the game supports harsher death penalties and will not consider going free-to-play. Now that the game has officially reached its Kickstarter goal this morning, we can't wait to see what else the Forsaken Studios team will offer up in the game's development as it still has over 22 days to go for its funding! Will it reach $100k? $300k? One meeeellion dollars? We'll certainly keep our eyes on its progress. [Thanks to everyone for the tip!]

  • Embers of Caerus dev blog talks sieging, Kickstarter

    by 
    Jef Reahard
    Jef Reahard
    04.21.2012

    Embers of Caerus has been flying under the radar of late (even for an indie sandbox title). Happily, the dev team has broken the silence with a new 20-minute video featuring Forsaken Studios technical director and co-founder Dave Belcher. Belcher has a lot to say, the main gist of which is that work on EoC is going quite well. That said, funding is an issue as it is for most indie projects, so Belcher and his team have decided to try their hand at Kickstarter. "We're not a greedy bunch, the main thing is making the game and everything else is secondary," Belcher explains. To that end, look for an EoC Kickstarter page over the next few weeks. In terms of gameplay and systems, Belcher spends a spot of time discussing siege warfare. He does offer a disclaimer in terms of the early nature of a high-level design, but he also describes sieging as "one of our key, killer features," so chances are good that you'll see it in EoC's eventual prototype. Head past the break for the full video. [Thanks to Sam for the tip!]