Fableous Media coverage
The project attracted some attention on the interwebs! Here are some links:
+ Interview on Noobfeed: A Fable Homage, a detailed interview about Fableous and Roflgames
+ Article on The Escapist - Retro Fable seeks to add what Moleneux missed
+ Post on Joystiq.com - Fable demake Fableous is pretty adorable
+ Article on Kotaku.com - This Fable Game Is As Much An Improvement As It Is A Homage
+ Fableous Video Review on Youtube by DLowers1
+ Interview on Noobfeed: A Fable Homage, a detailed interview about Fableous and Roflgames
+ Article on The Escapist - Retro Fable seeks to add what Moleneux missed
+ Post on Joystiq.com - Fable demake Fableous is pretty adorable
+ Article on Kotaku.com - This Fable Game Is As Much An Improvement As It Is A Homage
+ Fableous Video Review on Youtube by DLowers1
Fableous Demo is available for Download!
Download the demo: Fableous Demo v0.0001(Windows)


A look at Fableous's visuals
Fableous visuals are simple and retroish. The hero animations are going to be fluent and smooth, to let the player have easy control of the hero, and enemies will
have a huge variety to them, including their repertoire of attacks and powers.
Here is an image of how Fableous might look, with the help of D-Pad Studio's artist, Simon S. Andersen
Before & After
(Wait 5 sec for image to change)
Here is an image of how Fableous might look, with the help of D-Pad Studio's artist, Simon S. Andersen
Before & After
(Wait 5 sec for image to change)
Oct.29th 2010
Fabelicous Update #4! - Demo Release
Fabelicous Update #4! - Demo Release
Tomorrow is Fable 3's release date! Today is Fableous's!
Info about the demo:
This is a very very short concept demo, and alot of features already implemented, has been cut from the demo in order to balance gameplay. This has resulted in spells being removed, stat progression and map locations. The demo will play out in a Hobbe Cave.

What is in the demo then??
Weapons include Sword, Bow and Pistol for this demo, yet there are several other weapons already implemeneted which did not make it to the release. You'll have to find some secrets in order to steel yourself against the boss at the end. Equipment include a basic fishing rod, as well as a pickaxe.
How to play it:
The demo contains a rougly built up inventory system. Think World Of Warcraft meets Minecraft. The player opens up the inventory by pressing 'I', where the player can use or locate equipment to the action buttons on display. To use and scroll through the actions, the player can use the mouse-wheel, or the digit-keys on the keyboard. To use the selected action, press left-mouse button. There is still alot of tweaking to be done to the system, but it felt complete enough for this demo.
There is a moral choice at the end, and the plan is to let the player's choice affect the population of Albion's relationsship to the Hobbes. For explorers, don't watch the Playthrough, as it contains clues on what to do in the demo.
The Hobbe King Boss in action:
Download it:
Download the demo here: Fableous Concept Demo(v0.0001, Windows)
The music in the demo is composed by Aleksander Vinter, and Hobbe grunting sounds are made by my team's artist, Simon.
Is there more to come? By and by, Yes! This isn't even a proper concept demo, as it does not even begin to grasp around the concept of Fable. It's merely a project to occupy my mind, while waiting for the release of Fable 3. It's probably riddled with bugs aswell. The project had a nice start however, and I will definetly use what I have learned from working on it in the future. Body Morphing is still being worked on, the magic and leveling(progression) system is far from complete, and there's just an abundance of improvements to be made to the game, or, concept if you will.
Demo Play Through:
Further Development
I'll use spare weekends to further develop the concept, but after Fable 3's release, the team's main priority is the new D-Pad Studio website and Owlboy.
5 Hours till my local game store opens, and I'll be ready with a mug of coffe by their doors. Happy Fabling - and Halloween aswell!
Read further info on our projects, every Thursday, on DPadStudio.com, and Roflgames!
comment on BlogSpot.com
Info about the demo:
This is a very very short concept demo, and alot of features already implemented, has been cut from the demo in order to balance gameplay. This has resulted in spells being removed, stat progression and map locations. The demo will play out in a Hobbe Cave.

What is in the demo then??
Weapons include Sword, Bow and Pistol for this demo, yet there are several other weapons already implemeneted which did not make it to the release. You'll have to find some secrets in order to steel yourself against the boss at the end. Equipment include a basic fishing rod, as well as a pickaxe.
How to play it:
The demo contains a rougly built up inventory system. Think World Of Warcraft meets Minecraft. The player opens up the inventory by pressing 'I', where the player can use or locate equipment to the action buttons on display. To use and scroll through the actions, the player can use the mouse-wheel, or the digit-keys on the keyboard. To use the selected action, press left-mouse button. There is still alot of tweaking to be done to the system, but it felt complete enough for this demo.
There is a moral choice at the end, and the plan is to let the player's choice affect the population of Albion's relationsship to the Hobbes. For explorers, don't watch the Playthrough, as it contains clues on what to do in the demo.
The Hobbe King Boss in action:
Download it:
Download the demo here: Fableous Concept Demo(v0.0001, Windows)
The music in the demo is composed by Aleksander Vinter, and Hobbe grunting sounds are made by my team's artist, Simon.
Is there more to come? By and by, Yes! This isn't even a proper concept demo, as it does not even begin to grasp around the concept of Fable. It's merely a project to occupy my mind, while waiting for the release of Fable 3. It's probably riddled with bugs aswell. The project had a nice start however, and I will definetly use what I have learned from working on it in the future. Body Morphing is still being worked on, the magic and leveling(progression) system is far from complete, and there's just an abundance of improvements to be made to the game, or, concept if you will.
Demo Play Through:
Further Development
I'll use spare weekends to further develop the concept, but after Fable 3's release, the team's main priority is the new D-Pad Studio website and Owlboy.
5 Hours till my local game store opens, and I'll be ready with a mug of coffe by their doors. Happy Fabling - and Halloween aswell!
Read further info on our projects, every Thursday, on DPadStudio.com, and Roflgames!
comment on BlogSpot.com
Oct.21th 2010
Fabelicous Update #3!
Fabelicous Update #3!
1 week left for Fable 3's release, and anticipation levels are in the red-zone at my house!
Combat is one of the aspects of Fable I really was looking foreward to! Growing up with RPG's like
Baulder's Gate and Might & Magic, I could barely wait to see what kind of tricks and powers
were at my disposal when Fable got it's release.
I wasn't too dissapointed, yet I never quite felt that Fable had a Level-Up system that complemented the use of magic in the game.
One of the features I've tried to improve this week is the 'Magic-System' from Fable 2. In Fable 2, action stopped, and your hero started taking blows from opponents when charging a magic spell. When action is fast and a player is in combat, usually, the last thing the player wants is to get slowed down or hit.
I've focused on the actual casting of magic, and not so much it's versatility. On casting a spell, the hero leaves behind a charge. This charge is air-borne and gathers energy for a few seconds, until the charge explodes and the intended spell is brought forth. This leaves the hero time to either flee, get defensive with a shield, or charge at the enemy, keeping them at some distance while the spell charges:
The video is recorded in 50% speed for better viewing
Further improvements to the spell system will be made, by incorporating different spells, and stats for each spell. In classic RPG's, there is no limit to how powerful a hero can become. I'll bring Disgaea: Hour of Darkness in as an example.
In Disgaea, the hero's level was limited to lvl 9999. An almost impossible number to reach if one is not a completionist. All spells and moves could be powered up individually, by simply using them. This is how I want to implement the spell system, and also let Hero Spell Power affect the outcome of a spell.
Thursday next week will be special. In my country Fable 3 releases on Oct.29th, and my plan is to have a playable demo ready the day before this. If I do not reach this deadline, development will still continue, but at a slower pace, as my team is getting ready to release the new D-Pad Studio website. Come back next week, and you might get a chance at trying the fan project right before Fable 3's release.
comment on BlogSpot.com
I wasn't too dissapointed, yet I never quite felt that Fable had a Level-Up system that complemented the use of magic in the game.
One of the features I've tried to improve this week is the 'Magic-System' from Fable 2. In Fable 2, action stopped, and your hero started taking blows from opponents when charging a magic spell. When action is fast and a player is in combat, usually, the last thing the player wants is to get slowed down or hit.
I've focused on the actual casting of magic, and not so much it's versatility. On casting a spell, the hero leaves behind a charge. This charge is air-borne and gathers energy for a few seconds, until the charge explodes and the intended spell is brought forth. This leaves the hero time to either flee, get defensive with a shield, or charge at the enemy, keeping them at some distance while the spell charges:
The video is recorded in 50% speed for better viewing
Further improvements to the spell system will be made, by incorporating different spells, and stats for each spell. In classic RPG's, there is no limit to how powerful a hero can become. I'll bring Disgaea: Hour of Darkness in as an example.
In Disgaea, the hero's level was limited to lvl 9999. An almost impossible number to reach if one is not a completionist. All spells and moves could be powered up individually, by simply using them. This is how I want to implement the spell system, and also let Hero Spell Power affect the outcome of a spell.
Thursday next week will be special. In my country Fable 3 releases on Oct.29th, and my plan is to have a playable demo ready the day before this. If I do not reach this deadline, development will still continue, but at a slower pace, as my team is getting ready to release the new D-Pad Studio website. Come back next week, and you might get a chance at trying the fan project right before Fable 3's release.
comment on BlogSpot.com
Oct.14th 2010
Fabelicous Update #2!
Fabelicous Update #2!
Fable 3's release is 2 weeks from now, which is also the demonstration-deadline for this project.
Until deadline there are a few improvements to the franchise I want to bring into
the spotlight, by implementing them into the project.
One of those features is the 'Fishing-System' from Fable 1. Fishing in Fable was never quite intuitive enough in my opinion, as vigourous button mashing is not my preffered cup of tea.
With a great number of games out there that incorporate the sport of fishing, I focused on going about this improvement by looking at Zelda: Ocarina Of Time and Sega Bass Fishing(Dreamcast). In these games, fishing was challanging and had a nice flow to it. This is how the result came out ingame, after spending a few days on the basics of reeling and throwing:
Further improvements to the fishing system will be made, by incorporating different lures, and letting the Hero Strength stat affect throw distance, and reel speed. The line will also snap on pressure, and will be indicated by the fishing-line's color, going from white to red.
Improving the economy from Fable 2 will also be a focusing point of mine on this project. Where in Fable 2, there was huge issue with the balancing of economics in-game, in the fan-project, I intend to break this by keeping the players ability to buy stalls, but requiring them to stock-pile the stalls themselves, giving meaning to the fishing system. I've figured out systems for stockpiling the rest of the Fable 2 stalls aswell, but I'll keep these under wraps for another update.
Follow the progress of the fan-game Thursday next week, as I'm adding more features continously.
comment on BlogSpot.com
One of those features is the 'Fishing-System' from Fable 1. Fishing in Fable was never quite intuitive enough in my opinion, as vigourous button mashing is not my preffered cup of tea.
With a great number of games out there that incorporate the sport of fishing, I focused on going about this improvement by looking at Zelda: Ocarina Of Time and Sega Bass Fishing(Dreamcast). In these games, fishing was challanging and had a nice flow to it. This is how the result came out ingame, after spending a few days on the basics of reeling and throwing:
Further improvements to the fishing system will be made, by incorporating different lures, and letting the Hero Strength stat affect throw distance, and reel speed. The line will also snap on pressure, and will be indicated by the fishing-line's color, going from white to red.
Improving the economy from Fable 2 will also be a focusing point of mine on this project. Where in Fable 2, there was huge issue with the balancing of economics in-game, in the fan-project, I intend to break this by keeping the players ability to buy stalls, but requiring them to stock-pile the stalls themselves, giving meaning to the fishing system. I've figured out systems for stockpiling the rest of the Fable 2 stalls aswell, but I'll keep these under wraps for another update.
Follow the progress of the fan-game Thursday next week, as I'm adding more features continously.
comment on BlogSpot.com
Oct.7th 2010
Fabelicous Update #1!
Fabelicous Update #1!
The first part of my Fable Tribute project is taking form. I'll explain a litte about the project:
The concept behind Fable has inspiered alot of ideas for my part, and the Role Playing aspect of it is solid: "Be who the heck you want to be, but take the damn consequences."
What I've seen the games do, compared to what has been promised(in the past), has always left a wealthy amount of players dissapointed.
In my world though, the concept behind it is what matters, and is what sparks ideas and creativity
Lychfield Graveyard(Early Screenshot)
I've taken the oppertunity to start a small tribute project, which is aimed to be released before the launch of Fable (Lucky-Number) 3.
The plan is to bring some missed features(Real-time Vegetation Growth, Weapon Pickups), aswell as features from the previous games(Body morphing, Moral choices, Crumbtrail), into a simplistic 2D retro-styled game. This is a tribute game, and may not capture Fable's magic, but it'll try to capture some of it's basic concepts.
Skinny & Tall
Strong & Heavy
Sumo Wrestler
Later this week or the next, I'm going to show more of the project, and perhaps provide a small playable demo.
comment on BlogSpot.com
The concept behind Fable has inspiered alot of ideas for my part, and the Role Playing aspect of it is solid: "Be who the heck you want to be, but take the damn consequences."
What I've seen the games do, compared to what has been promised(in the past), has always left a wealthy amount of players dissapointed.
In my world though, the concept behind it is what matters, and is what sparks ideas and creativity
Lychfield Graveyard(Early Screenshot)
I've taken the oppertunity to start a small tribute project, which is aimed to be released before the launch of Fable (Lucky-Number) 3.
The plan is to bring some missed features(Real-time Vegetation Growth, Weapon Pickups), aswell as features from the previous games(Body morphing, Moral choices, Crumbtrail), into a simplistic 2D retro-styled game. This is a tribute game, and may not capture Fable's magic, but it'll try to capture some of it's basic concepts.
Skinny & Tall
Strong & Heavy
Sumo Wrestler
Later this week or the next, I'm going to show more of the project, and perhaps provide a small playable demo.
comment on BlogSpot.com



