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Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

... calm down, it's a video game alright ?

http://necromunda-underhivewars.com/

bare bones website

https://www.facebook.com/NecromundaUW/


After a successful first collaboration on Mordheim​: City of the Damned, Focus Home Interactive​ and Rogue Factor announce a new partnership to begin development of Necromunda: Underhive Wars, the adaptation of Games Workshop's cult classic tabletop game Necromunda!
necromunda-underhivewars.com
More info will be unveiled at Focus’ What’s Next event in Paris, on February 1st and 2nd.



The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
Mighty Vampire Count






UK

I like Mordheim COTD and so I will almost certainly buy this even though would have preferred a straight boardgame conversion like Bloodbowl.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Noble Knight of the Realm




United Kingdom, England, Manchester

Speaking to the developers, hopefully I can get some content for it up soon



Chapter Master of Vigilia Mortis
www.battle-brothers.net
------
[b]Eternal Crusade Forum
Project: Thinking of creating HH 1st Company Imperial Fist Templars  
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Excellent, please do keep us informed.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

As much as I liked Mordheim, this is the one I was waiting for.
Also, being by the same people, this will probably be Mordheim v2.0.

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Made in gb
Warning From Magnus? Not Listening!



UK

Yeeeeeah!!!!!!

Going to be all over this. Glad they made Mordheim first, they have presumably learnt a lot from that project and it's in pretty good shape now.

Dead account, no takesy-backsies 
   
Made in gb
Mighty Vampire Count






UK

Looking forward to my Escher gang

This message was edited 2 times. Last update was at 2017/01/18 11:46:32


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Beautiful and Deadly Keeper of Secrets





Oh I just hope the optimization on this one is alot better, I don't want to wait from 1-5 minutes per match on a high end PC!

Though I really do hope they learned from Mordheim.
   
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Ridin' on a Snotling Pump Wagon






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RogueSangre



West Sussex, UK

They are moving away from the Unity engine which held them back quite a bit with the first game so hopefully we see some visual and speed up the AI (which can be awful at times).
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Mr Morden wrote:
... would have preferred a straight boardgame conversion like Bloodbowl.


You and me both.

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Powerful Phoenix Lord





I love the end result of the first Blood Bowl game (the very first release was terrible, but patched/DLCed into a wonderful game). Mordheim...is extremely hit or miss with me. I don't like the mechanics, and I don't like the 756 different stats, etc. (it's not streamlined - the interaction doesn't make much sense).

I agree, I would have loved both Mordheim and Necromunda both more akin to the original games.
   
Made in gb
Regular Dakkanaut







Is this gonna be 3rd person camera like Mordheim was? I feel like games like this work a gazzilion times better in a top down perspective...
   
Made in nl
Stone Bonkers Fabricator General




We'll find out soon enough eh.

But if GW allowed straight conversions of their tabletop products into videogames, nobody would ever buy the tabletop stuff. That's why the Blood Bowl rerelease was a complete flop and Tabletop Simulator has destroyed the boardgame market.

Wait...

I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

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Made in pl
Longtime Dakkanaut






anab0lic wrote:
Is this gonna be 3rd person camera like Mordheim was? I feel like games like this work a gazzilion times better in a top down perspective...


Yeah, they need to do away with the locked camera. In Mordheim, trying to set up a warband in any contained spaces is a nightmare. Can't imagine how bad it could be in a Hive environment.

Really, just go with X-COM camera angles and everyone will be happy.
   
Made in gb
Lit By the Flames of Prospero





Rampton, UK

Good to see, it could go either way mind you.

I hope its an improvement on Mordheim, I enjoyed that, but they never really expanded on it, the support they gave was almost none existent.

I was expecting more warbands and more units, that never came..
   
Made in si
Foxy Wildborne







I guess this means no Nec tabletop for many years to come, since we know GW is completely incapable of synchronizing their video game and miniature releases.


 His Master's Voice wrote:

Really, just go with X-COM camera angles and everyone will be happy.


Apart from Xcom camera and pointer functionality completely breaking down at anything even remotely multi-level. Like... two levels.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

I'd personally love an Overwatch kind of FPS team deathmatch kinda game, but with Necromunda gangs and lots of skulls.

 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





I love Necromunda (my favourite GW game). I am not big on computer games but might give it a go. I think it's playing a campaign with friends that truly makes the game shine (especially an arbitrator campaign) and I am not sure a computer game will be able to capture that magic.

This message was edited 1 time. Last update was at 2017/01/18 19:07:08


Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Armored Iron Breaker





Dallas, TX

I am super stoked for this, thanks for sharing! I really liked the Mordheim they did so hopefully this builds upon their success and is even better.

"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in us
Ancient Venerable Dreadnought





The Beach

Literally just slapped together a new Van Saar ganger using one of those fancy AdMech stub carbines the other day.

I'm so in.



Yeah, they need to do away with the locked camera. In Mordheim, trying to set up a warband in any contained spaces is a nightmare.


I never had any problem with this, but I didn't buy it right at release. My version had a map and a camera that could be moved.

This message was edited 1 time. Last update was at 2017/01/18 19:34:51


Marneus Calgar is referred to as "one of the Imperium's greatest tacticians" and he treats the Codex like it's the War Bible. If the Codex is garbage, then how bad is everyone else?

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Battlefortress Driver with Krusha Wheel





Brum

 lord_blackfang wrote:
I guess this means no Nec tabletop for many years to come, since we know GW is completely incapable of synchronizing their video game and miniature releases.


I think that this heralds 40K's end times

 ZebioLizard2 wrote:
I don't want to wait from 1-5 minutes per match on a high end PC!


That's a thing of the past, my loading times are <30 seconds these days.

My PLog

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Set phasers to malkie! 
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

I have all the original Necromunda box sets.
I have the Redeemer graphic novel.
I have his miniature.
Oh, I am all over this.
The Redemption will flame again!
OH! I had a thought, (it happens) will they make some use of the gang territory rules?
Gah! Or the rules when a gang member is down and determining if dead or worse: held for ransom.
Save your money for that sweet expensive gun or have the other gang kill of Billy because you did not pay... such decisions.
If they include the gun/ammo failures it could make for a very nerve wracking game.
I wonder if any of the "normal" single models from 40k would make a cameo appearance, they would be brutal.
Potentially they could have a lot of fun with truly deadly environments, it could kill you better than the enemy.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in gb
Lit By the Flames of Prospero





Rampton, UK

 Rayvon wrote:


I hope its an improvement on Mordheim, I enjoyed that, but they never really expanded on it, the support they gave was almost none existent.

I was expecting more warbands and more units, that never came..



I take this back, ive just been shown two new warbands and some added chars that i totally missed, my hope is renewed !
   
Made in gb
Battlefortress Driver with Krusha Wheel





Brum

Development hasn't officially ceased for Mordheim yet, its still possible that there will be more DLC.

 Talizvar wrote:

OH! I had a thought, (it happens) will they make some use of the gang territory rules?
Gah! Or the rules when a gang member is down and determining if dead or worse: held for ransom.
Save your money for that sweet expensive gun or have the other gang kill of Billy because you did not pay... such decisions.
If they include the gun/ammo failures it could make for a very nerve wracking game.


I would imagine that all this would be in the game because its in Mordheim or a logical extension of Mordheim.

This message was edited 1 time. Last update was at 2017/01/18 22:37:35


My PLog

Curently: DZC

Set phasers to malkie! 
   
Made in gb
Mighty Vampire Count






UK

 Rayvon wrote:
 Rayvon wrote:


I hope its an improvement on Mordheim, I enjoyed that, but they never really expanded on it, the support they gave was almost none existent.

I was expecting more warbands and more units, that never came..



I take this back, ive just been shown two new warbands and some added chars that i totally missed, my hope is renewed !


Yeah the Undead warband is good fun and the Skaven Poison Wind Glober is nasty / useful. On the Steam forum they said that resources will be committed to the new game so unlikely a new stuff but not impossible. So far found the Skaven easiest to play - well against the AI anyway - not had many online games.

Necromunda

The starting gangs are all human - even if they are all very different and often exaggerated (Goliaths). DLC Redemptionists, Pit Fighters and Mutants will likely follow if the game sells.

Having a gang territory mechanic would be interesting and very different to the Mordheim Wyrdstone one. They may initially just go with collecting and selling scrap as its easy to translate?

The current "hard-core" mechanic is good especially if you get attached to characters and so you use them differently to expendable ones - that might just be me though.

This message was edited 1 time. Last update was at 2017/01/19 10:56:17


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

https://www.rockpapershotgun.com/2017/02/08/necromunda-underhive-wars-details/


Necromunda has bullet casings the size of tower blocks



Necromunda [official site] is finally coming to PC, with the subtitle Underhive Wars. It’s a game set in the underbelly of the factory planets that power the eternal crusades of the Warhammer 40K universe. Players control rival gangs, skirmishing in the shadows of giant machinery. I spoke to Rogue Factor about their upcoming adaptation of this long lost Games Workshop tabletop favourite coming, and here are the important points, including details on the movement system, camera, level architecture and INFINITE PIPES.


Rogue Factor previously adapted Mordheim and they’ll be using a similar movement system for Necromunda rather than moving to a more conventional turn-based tactical approach. That means you’ll have direct control of characters during your turn, moving, aiming and firing within a limited sphere based on their action points allocation. The camera will be similar as well, resembling a third-person RPG rather than the isometric XCOM-like angles I associate with tabletop gaming.

The architecture of the world is important, particularly the scale which sees levels built around a single bullet casing as large as a tower block. You’re fighting among the component parts of the enormous death machines that litter the battlefields of 40K, and Rogue Factor want your human characters to feel tiny and inconsequential.

“It’s super-exciting. Necromunda is a license that hasn’t been depicted visually a lot so a lot of our work is to take the few concepts that were done for the rulebook, and to be inspired by that and figure out what it should look like. Necromunda is the place where everything is being made for the Emperor, or at least most of the machinery and equipment. So we were very aware that the size of these battleships, for example, makes no sense when you’re at the human level, so we thought what if we look at just one part. One cannon. But, no, what about just one bullet. One bullet casing.

That’s very fun to work with, because then we think, well how do you transport that bullet? With a train and that train has a locomotive the size of an aircraft carrier. That opens up all kinds of possibilities for level design and sets us apart from many other videogames, which are mostly set in proportions that are very human. And it’s a different side of the 40K universe as well.”

Given that Rogue Factor are depicting this part of the universe, visually, in more detail than ever before, I asked how much input Games Workshop have.

“It’s a really nice relationship. We actually have a lot more freedom to develop the visuals, to make sure it works for a videogame rather than tabletop. A lot of the artwork for Games Workshop is very busy visually, and that makes a lot of sense because as a still, you have time to look at it, admire it and enjoy the details, but in a videogame that style would make a very noisy picture.

For us, the challenge has been to take the large scale and what makes Games Workshop art great, and depict that in a way that works visually for a tactical game on a screen.”

Alongside this massive scale, the development of the actual characters is vital, and there’s a greater focus on building and enhancing your squad than in Mordheim. Rogue Factor aren’t talking in detail about the structure of the game yet, but I did get some information.

“You build your squad, much as you did in Mordheim, and the members follow you, gain experience and progress. That’s very dear to us, the progression, and we want to go much further than we did in Mordheim. There are other elements we’re not talking about yet, but there will be a lot more depth and replayability. We want to open up the various build opportunities for each character to give a wide range of strategic possibilities.

We want to make sure that whichever House you play, and there are six, you have a very unique experience. That goes to the locations they inhabit, the jobs they do, the equipment they use. So there are biker gangs, industrial workers, and they’re all distinct. The Houses come straight from Games Workshop and so does the vertical aspect, directly from the tabletop game. It was the first tabletop game to really have that verticality, and there’s something really interesting about adapting that. It’s twenty, twenty-five years old, and it still has such a passionate fanbase, not just because of the setting but because it was doing something different.”

The architecture will be responsible for the biggest tactical shift. Combat mostly takes place from a distance rather than up close and personal, and weapon ranges will be one of the most important tactical considerations. Using cover to get close enough to fire a high power, low range weapon, or pinning opponents down with sniper fire. Range isn’t just horizontal lines across the battlefield though, you’ll need to keep track of enemies above and below. As in the example of that giant bullet casing, there will be much greater use of verticality.
And the INFINITE PIPES? Well, maybe not quite infinite. But they’re procedural pipes. Levels will be more hand-crafted than those in Mordheim, though there will still be procedural elements. The example I was given involved pipes. The world should feel cluttered, thick with details, to show its industrial workings. But laying down every piece of piping by hand would be one person’s job for the entire development cycle – the Batman cape of the Warhammer universe – so elements such as the pipes have their own procedural generation tools so that levels can be busy with essential details without taking hundreds of hours from what is still a small team.

“Repetition is so important for us. It fits so well with the industrial setting, because these are machines building machines, but it also makes sense. For example, instead of having one column with lots of detail, we’ll have a fairly simple column but repeat it many times, to give a sense of scale. It gives us the sense of size but is also feasible for a team of our size. We don’t have 600 people on this project, like some studios can, so we find ways to achieve the ideas in smart ways.”

But how does this industrial nightmare look? Grimdark? Gray? Repetitive?

“Grimdark is our art direction (laughs). We want to go in that direction, but we can’t go too grim. It’d be very easy to fall into a very gray colour palette, so the core is based around the grimdark feel, but then we use light and colour to bring out highlights and details. If the game is just rust, there’s no differentiation between one area and the next, so we want to have pockets of contrast to make sure the environments feel distinct. And not too depressing!”

I mentioned that Relic’s Dawn of War III art department has a sign that says “If in doubt ADD MORE SKULLS”, and asked how important skulls are to Necromunda. Pipes and bullets are all well and good, but I’d like to see skulls the size of buildings and infinite procedural skulls as well.

“In our concept piece, the main thing that’s featured is a skull crusher. It grinds skulls, in the mouth of another, larger skull. Skulls are important.”

It’d be good to finish on skulls, but I asked one final question. How would Rogue Factor describe Necromunda to someone who has never heard of it before – what is the appeal in a nutshell (nutshells may be the size of a planet)?

“It’s basically a mix of Judge Dredd, Mad Max and Sons of Anarchy.”

Necromunda: Underhive Wars does not have a confirmed release date.





The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Phanobi





Paso Robles, CA, USA

Really excited about this. I only recently picked up Mordheim during a Steam sale and I've been addicted ever since. I am supremely confident this will be even better!

My name is Ozymandias, King of Kings.
Look on My works, Ye Mighty, and despair.

Chris Gohlinghorst wrote:Holy Space Marine on a Stick.

This conversation has even begun to boggle my internet-hardened mind.

A More Wretched Hive of Scum and Villainy 
   
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Stealthy Warhound Titan Princeps







Certainly interesting.
   
Made in us
Beautiful and Deadly Keeper of Secrets





The camera being the same is going to be... Difficult, the camera struggled with buildings and other issues.

Hopefully those were worked out, because otherwise a more vertical map is going to cause trouble for proper viewing.
   
 
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