Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Gynovore posted:

So? When it comes to grinding out code, it doesn't matter if the programmer is a gamer or not. I'm not talking about lovely Full Sail-eque 'level design', I mean honest to gosh low-level C++ code.)
Yes, it does. Designers don't give programmers a paint-by-number design that any old programmer can fill in - you need actual games developers, that have played actual games and understand the aims of the design given, if you want something even remotely playable.


Anyways, Bolt Riley: A Reggae Adventure Game looks freaking awesome. Tons of Monkey Island callouts and stylistic similarities (the music OMG), he's got the designers from Quest For Glory onboard, I love the art, just... please people, help this get made. :neckbeard:

Adbot
ADBOT LOVES YOU

thedaian
Dec 11, 2005

Blistering idiots.

Alien Rope Burn posted:

I think feather shape is the least of that Kickstarter's potential issues. :(

It's a Kickstarter from an artist "ideas person" that is generally a bad Kickstarter.

Half of the 6 minute video is just still images of dinosaurs, and another 2 minutes is rotating dinosaur models. There's no way that $9,000 is enough to turn this guys idea into reality.

If he gets it funded, it's a pretty good scam, though.

The Chad Jihad
Feb 24, 2007


So, ROAM kinda blew up today:

http://www.kickstarter.com/projects/roam/roam/posts/642488

quote:

How to steal?

It is a sad day in the gaming industry, once again, and I am writing as both a whistleblower and a pissed off indie developer. Recently it was brought to my attention that 505games has released a product called “How to Survive”. How to Survive is a top down shooter that controls like a FPS (WASD moves your lower half, mouse moves upper) where you play in a coop game to survive against an onslaught of zombies. You can craft, theres a skill tree, and you must drink water/eat food to survive. NPCs, bases, and a shockingly similar art style. Sound familiar?

Here I was sipping on coffee, about to get started working on Roam, and I receive a message from a Kickstarter backer. They had shown me a link to this game called How to Survive. I watched the trailer and as soon as 505games popped up it sounded familiar. I did some digging in my inbox and found that 505games had indeed contacted me about a Roam publishing deal. I couldnt believe it.

I am not foolish. There are tons of zombie games out on the market and a lot borrow ideas from each other. Until I saw the original email that 505 had sent I thought this could just be another coincidence. It is not a coincidence. This particular theft is blatant and 505games took advantage of the situation knowing full well what they were doing. This shows how much respect they have towards the industry and their fans.

You might be thinking, “Ryan, this happens all the time in video games. People take and borrow ideas all the time!” and you are right. However, it is rare that a company will contact an indie developer to offer a publishing deal and when it’s refused hire another company to deliberately rip off the game idea and design to the core.

The most upsetting part about all of this is that 505games is an established company. They have many titles released under their belt. We are just trying to get our foot through the door into the industry and these guys are trying to slam it shut. Due to the nature of Kickstarter I had to post all of Roam’s design ideas online to get funded. I threw everything I had into this. I put everything on the line for this project and took a huge risk. I moved across the country for this game. My partner is at risk. It isn’t fair that 505games thinks they can do this. They shouldn’t get to reap the rewards off of my risk.

How to Survive is getting torn apart by critics. It feels rushed and aspects of its design are unfinished. I wonder why it feels rushed…

By the way, there is no record in the backer report on Kickstarter of Evan Icenbice supporting Roam as he claims in his email.

I do not mind friendly competition. When it is blatantly obvious that they stole Roam from us and didnt even try to distinguish itself is when it is crossing the line.

I do not want the stigma that Roam is associated with How to Survive and I certainly don’t want people to think Roam has stolen anything from How to Survive. I also want to know what you guys think and what course of action we should take with this issue, as you all funded the project and I respect your thoughts. That is the purpose of this writing.

Thanks everyone.

If you care to research further, compare the original Kickstarter page including the prototype video.
(I trimmed out the email from 505games but it's in the blogpost)

Followed shortly by:
http://www.kickstarter.com/projects/roam/roam/posts/642689

quote:

I did not mean for the last update to generate so much controversy. I should have posted the update as a private backer only update.

We decided to just move on from this. No we will not be pursuing legal action or anything of that sort. My intent was to clarify to my backers if any kind of controversy arose or accusations that it could be resolved sooner rather than later. Ironically the last update created controversy.

That being said we are still committed to releasing Roam and making it to the best of our ability.


So that's interesting! I guess it must suck to get scooped on your game, but then, zombie games are a dime a dozen soooo

Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!
It sucks, but ideas are cheap and execution is everything. If anything this *should* just drive the devs to ensure ROAM is better made.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Are they seriously flipping out because their zombie survival game is similar to the other zombie survival games out there?

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

I believe the objection is more that 505 approached them to publish their game, then (according to them, I've never even looked at either game) blatantly copied it down to the art style when they were turned down.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Zurai posted:

I believe the objection is more that 505 approached them to publish their game, then (according to them, I've never even looked at either game) blatantly copied it down to the art style when they were turned down.

Which makes it sound a lot like how Gearbox treated the people who originally came up with the look of their game.

Borderlands had a different look before launch, then approached an animation team that had put out a stylized short that looked like a more monochromatic version of what Borderlands is now; even some of the character designs are uncomfortably similar. After bringing in the original creator for a consultation, they backed out and stopped communicating with the guy. Then they released Borderlands looking almost exactly like their original short.

FuzzySlippers
Feb 6, 2009

Both Roam and How to Survive look kinda generic to me so that doesn't feel like Borderlands where they went from generic to a very specific art style from the guy's short film. This is might be a little sleazy but I thought what Gearbox pulled was something the dude could take legal action on.

I also agree that execution is everything so one more bad zombie game doesn't impact how another zombie game is going to be received. I thought How to Survive was Don't Starve with the whimsy removed anyway.

mpashanin
Oct 26, 2013

by astral
Hey guys! I am one of the creators of Confederate Express.
Thanks to everyone for the kind comments! Feel free to ask any questions, and as an added bonus here is a sneak peek of our next update:

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



mpashanin posted:

Feel free to ask any questions

Why, of all the interesting enemies you could pick from, you picked freaking zombies?

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?

mpashanin posted:

Hey guys! I am one of the creators of Confederate Express.
Thanks to everyone for the kind comments! Feel free to ask any questions, and as an added bonus here is a sneak peek of our next update:



Everything about your game certainly looks really good! (Is that a double barrel mod on the Rhino revolver?)

My one personal peeve, is the zombie setting, but the stuff around it is exciting (it's evident you're trying to channel the good stuff from games like classic Fallout and Jagged Alliance - which is awesome). I'm not backing the game because I currently can't really afford to regardless of my opinion of zombies, but I wish you the best of luck. The world needs more tactical pseudo isometric roleplayish games.


(Also more turnbased and less zombies games, but alas! BUT, I don't think real time is inherently tactically inferior, it's just that most popular implementations are. Zombies, though...)

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
I do like the cyberpunk bent to the zombie origin, though.

mpashanin
Oct 26, 2013

by astral

Kyrosiris posted:

Why, of all the interesting enemies you could pick from, you picked freaking zombies?

Zombies are a major plot in the game, but we don't want to spoil the storyline. It is essential of having them in game. Hope you change your mind once you try our game out!


Rinkles posted:

Is that a double barrel mod on the Rhino revolver?
Yes! Haha good eye.

Rinkles posted:

it's evident you're trying to channel the good stuff from games like classic Fallout and Jagged Alliance

Yes, we grew up being huge fans of classic turn-based rpgs. We were really disappointed of the genre dying out in favor of flashy 3D shooters, and we will try our best to make a dent in those huge behemots!
We hope we will find like-minded followers who prefer the same style of game design, where the most important thing is the gameplay itself, rather than pretty graphics or cinematic cutscenes.
We will try our best not to disappoint, and we greatly appreciate all the feedback and support we can get.

Thanks for your interest in the game!

Kunzelman
Dec 26, 2007

Lord Shaper
I wish you spoke more like a human and less like a direct-to-forum PR machine.

mpashanin
Oct 26, 2013

by astral

Kunzelman posted:

I wish you spoke more like a human and less like a direct-to-forum PR machine.

*does not compute* *insert emotion and press enter*





PLEASE BUY OUR GAME!!

mpashanin fucked around with this message at 03:12 on Oct 28, 2013

Pythagoras a trois
Feb 19, 2004

I have a lot of points to make and I will make them later.

mpashanin posted:

Feel free to ask any questions

I just backed your game for $25, which was a dumb idea because I'm poor, but the art style is amazing.

Have you considered alternate game modes? I imagine if you just made the player/enemy movement speeds faster you'd be 9/10th of the way to an arcadey hotline miami clone. The base engine seems like it could do a lot of great stuff reusing the same code/artwork.

Edit: I know this has nothing to do with the game you're already invested in making, but again, the art style is amazing. More games should look like yours.

mpashanin
Oct 26, 2013

by astral

Cheekio posted:

I just backed your game for $25, which was a dumb idea because I'm poor, but the art style is amazing.

Have you considered alternate game modes? I imagine if you just made the player/enemy movement speeds faster you'd be 9/10th of the way to an arcadey hotline miami clone. The base engine seems like it could do a lot of great stuff reusing the same code/artwork.

We made the ks video slow-paced, but I guess that was a bad idea. The gameplay will be very micro intensive, sorta like DOTA2 + Diablo. On top of that player needs to manage those idiots ex-cons that also have a tendency to panic and do their own thing.
That is why we added pause into the game! Casuals, rejoice!

Kunzelman
Dec 26, 2007

Lord Shaper

mpashanin posted:

*does not compute* *insert emotion and press enter*





PLEASE BUY OUR GAME!!

There we go this is good.

I think your game looks neat.

mpashanin
Oct 26, 2013

by astral

Kunzelman posted:

I think your game looks neat.

homewrecker
Feb 18, 2010
In regards to that ROAM/How to Survive thing, I saw a post on reddit that says How to Survive was in development since from 2011.

quote:

But How to Survive has apparently been in development by EKO Software since 2011?

http://cnc.fr/web/fr/7-novembre-2011

Here is even some information about the game from 2012, when it seemed to have changed its monster island (which i am guessing was the working title), including a gameplay demo: http://raphaelbouchaud.wordpress.com/2012/12/19/monster-island/


The game was even apparently demoed at Gamescom 2012

https://apps.ubifrance.fr/BlogBO/medias/document/katalog-gamescom_25_7_2012_33_54.pdf

(link to original reddit post here: http://www.reddit.com/r/Games/comments/1pblqp/how_to_steal_roams_creators_worry_that_their_game/cd11fhg )

Megazver
Jan 13, 2006

Comrade, why keep feeding into American pigdog superiority complex by setting game in the imperialist US again instead of exploring other, superior options? Was Bobruisk not exotic enough for you? Do you hate STALKER money?

You make comrade Cheburashka sad.

Megazver fucked around with this message at 10:17 on Oct 28, 2013

ookiimarukochan
Apr 4, 2011

Shalinor posted:

Yes, it does. Designers don't give programmers a paint-by-number design that any old programmer can fill in - you need actual games developers, that have played actual games and understand the aims of the design given, if you want something even remotely playable.
At the risk of going off-topic, this is true of all programming jobs - if you have a programmer who doesn't understand the thing he is trying to develop you get crap code. This is why when you look at outsourcing companies in India and China, they are always specialised, or have specialised groups (So they'll have some banking specialists, some telecoms specialists, etc etc) - sorry, pet peeve.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
Bolt Riley hit $20k in its first 2 days, so I'd say it has a shot. $120k is still a hell of a target to hit for a relative unknown, but thus far, they could totally do it.

https://www.youtube.com/watch?v=icfTiFAWoAY

Not an Anthem
Apr 28, 2003

I'm a fucking pain machine and if you even touch my fucking car I WILL FUCKING DESTROY YOU.

mpashanin posted:

Hey guys! I am one of the creators of Confederate Express.
Thanks to everyone for the kind comments! Feel free to ask any questions, and as an added bonus here is a sneak peek of our next update:



I hate you because I think I may pledge a high amount just because I like your style and story, the zombie thing is meh, but its done very well and I love how you elaborate on lighting, mechanics, etc in a simple way. Your kickstarter is one of the better explanations of product/idea that I've seen.

If I pledge one of the higher packages like 100$ can you turn off all the cheater items so that you can play through normal still? Some of them sound a little too cheaty. Like maybe instead I would rather have a gun that just does something different or a pink leotard. I am conflicted because I want to play through as hard as possible but also support the game :)

Gaspy Conana
Aug 1, 2004

this clown loves you

Shalinor posted:

Bolt Riley hit $20k in its first 2 days, so I'd say it has a shot. $120k is still a hell of a target to hit for a relative unknown, but thus far, they could totally do it.

https://www.youtube.com/watch?v=icfTiFAWoAY

I hope they do make it. Oded has been a pretty big supporter of Dropsy, and from what I can see, a bunch of other indie adventure games. He's a really good guy and his team has done a great job so far. :angel:

Yodzilla
Apr 29, 2005

Now who looks even dumber?

Beef Witch

homewrecker posted:

In regards to that ROAM/How to Survive thing, I saw a post on reddit that says How to Survive was in development since from 2011.

(link to original reddit post here: http://www.reddit.com/r/Games/comments/1pblqp/how_to_steal_roams_creators_worry_that_their_game/cd11fhg )

Welp so much for the indignant indie zombie survival rage.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

mpashanin posted:

Hey guys! I am one of the creators of Confederate Express.
Thanks to everyone for the kind comments! Feel free to ask any questions, and as an added bonus here is a sneak peek of our next update:



Goddamn this looks amazing :stare:

I'm going to kidnap your sprite artists

mpashanin
Oct 26, 2013

by astral

Not an Anthem posted:

If I pledge one of the higher packages like 100$ can you turn off all the cheater items so that you can play through normal still? Some of them sound a little too cheaty.

We designed the game in a way that it is next to impossible to finish. You will have to scavenge for loot, slay bosses, discover secrets and many other things just to gear up for a more difficult mission. In the beginning it is pretty simple and straightforward, and towards the end you will have to have your crew staffed and geared properly; otherwise unless you are 1800+ elo in dota or grandmaster league in sc2, you will not be able to complete harder package delivery missions. Remember: towards the end the balance of zombies/armed forces shifts heavily towards the latter, so it becomes more like JA2 and less like Alien Shooter. In other words, you will need those "cheaty" items. We just wanted to provide a head start to our backers with supplying the items in the beginning.

There will be, however, and arcade mode for all of our casual followers.

p.s. was that you? hehehe


Thanks, man. Really.

mpashanin fucked around with this message at 16:43 on Oct 28, 2013

monster on a stick
Apr 29, 2013

mpashanin posted:

We designed the game in a way that it is next to impossible to finish. You will have to scavenge for loot, slay bosses, discover secrets and many other things just to gear up for a more difficult mission. In the beginning it is pretty simple and straightforward, and towards the end you will have to have your crew staffed and geared properly; otherwise unless you are 1800+ elo in dota or grandmaster league in sc2, you will not be able to complete harder package delivery missions. Remember: towards the end the balance of zombies/armed forces shifts heavily towards the latter, so it becomes more like JA2 and less like Alien Shooter. In other words, you will need those "cheaty" items. We just wanted to provide a head start to our backers with supplying the items in the beginning.



p.s. was that you? hehehe


Thanks, man. Really.

Why would I want to buy a game that is "next to impossible to finish"?

Doflamingo
Sep 20, 2006

monster on a stick posted:

Why would I want to buy a game that is "next to impossible to finish"?

Uh... pretty much any MP-focused game is "impossible to finish". Or SimCity-type games. Who cares as long as you're having fun?

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

monster on a stick posted:

Why would I want to buy a game that is "next to impossible to finish"?
Have you ever ascended anyone in Nethack? Because I sure as hell haven't. :stare:

Don't even get me started on the Rogue Legacy difficulty curve, which is total bullshit. I've also never beaten Spelunky. Even so, had tons of fun with both.

(eg. "there are a lot of games that you'll probably never beat that are still a ton of fun")

mpashanin
Oct 26, 2013

by astral

monster on a stick posted:

Why would I want to buy a game that is "next to impossible to finish"?

Let me rephrase that.

Imagine playing FTL and reaching the final boss. Well, instead of the game just ending abruptly, we decided to continue the storyline with more missions, just of a harder difficulty. That keeps going on for many cycles.
To finish the game you can simply complete the storyline missions; What I meant was "complete all possible package delivery options". The gameplay is essentially infinite, but I do not want to throw that word around, so instead I use "impossible to finish".
Of course, don't expect something like Dark Souls frustrating difficulty, more like Deidranna mansion missions. If you played JA2, you will remember that being one of the hardest and most fun missions.
Also, I edited above that we will have an Arcade mode for casual players. But the core gameplay will stay the same.

SaltyJesus
Jun 2, 2011

Arf!

mpashanin posted:

We designed the game in a way that it is next to impossible to finish.

Oh gently caress me, this was the final straw. My poor bank account...

monster on a stick
Apr 29, 2013

mpashanin posted:

Let me rephrase that.

Imagine playing FTL and reaching the final boss. Well, instead of the game just ending abruptly, we decided to continue the storyline with more missions, just of a harder difficulty. That keeps going on for many cycles.
To finish the game you can simply complete the storyline missions; What I meant was "complete all possible package delivery options". The gameplay is essentially infinite, but I do not want to throw that word around, so instead I use "impossible to finish".
Of course, don't expect something like Dark Souls frustrating difficulty, more like Deidranna mansion missions. If you played JA2, you will remember that being one of the hardest and most fun missions.
Also, I edited above that we will have an Arcade mode for casual players. But the core gameplay will stay the same.

In that case - if you are just going to keep throwing more and more difficult missions at the player (until they presumably die), what's the end goal? Most games have an ending of some sort (excepting Simcity or something that is specifically designed to just go on forever or until the player gets bored), or a goal to reach. Sure, FTL and Dark Souls are popular games but they both had an end state, boasting rights if nothing else that you beat the final boss.

Unrelated question, what kind of game experience does your team have, especially on the dev front?

EDIT: I'm not trying to be a party pooper, but I think it's important to make sure you've thought about them. So far I'm liking it but this in particular is something I'm concerned about from a design perspective.

monster on a stick fucked around with this message at 17:02 on Oct 28, 2013

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Shalinor posted:

Have you ever ascended anyone in Nethack? Because I sure as hell haven't. :stare:

Nethack is also free. (Also, yes, I have.)

vv Though that makes a lot more sense - it sounds more like the second/third/etc. loops in old platformers, which is fine.

Kyrosiris fucked around with this message at 17:06 on Oct 28, 2013

mpashanin
Oct 26, 2013

by astral

monster on a stick posted:

what's the end goal? Most games have an ending

mpashanin posted:

To finish the game you can simply complete the storyline missions

Without giving any spoilers there will be a huge boss in the end of storyline missions. The game will be over, but you will have an opportunity to keep playing and progress through the game. Sorta like raiding in WoW despite finishing main quests.

TychoCelchuuu
Jan 2, 2012

This space for Rent.
Since you're hanging out here so much and answering stuff, I guess I might as well ask: how precisely is it going to play? You reference JA2 a lot, but it's pausable real time, right? Is it basically going to be like the real time mode in Fallout: Tactics (only not horrible, hopefully)? Or what? When you say "unless you are 1800+ elo in dota or grandmaster league in sc2, you will not be able to complete harder package delivery missions" it sounds like the focus is on micro skills, so does pausing prevent you from issuing orders? I'm trying to picture what the game is like in my head but I don't know if it's a fast paced action game or Fallout: Tactics or what.

It looks super pretty though! And I like your avatar.

mpashanin
Oct 26, 2013

by astral

TychoCelchuuu posted:

Since you're hanging out here so much and answering stuff, I guess I might as well ask: how precisely is it going to play? You reference JA2 a lot, but it's pausable real time, right? Is it basically going to be like the real time mode in Fallout: Tactics (only not horrible, hopefully)? Or what? When you say "unless you are 1800+ elo in dota or grandmaster league in sc2, you will not be able to complete harder package delivery missions" it sounds like the focus is on micro skills, so does pausing prevent you from issuing orders? I'm trying to picture what the game is like in my head but I don't know if it's a fast paced action game or Fallout: Tactics or what.

It looks super pretty though! And I like your avatar.

The biggest difference between Fallout: Tactics and our game is that Fallout was an adopted turn-based mode, with a real-time gameplay as a gimmick. Our game will be more SC2-like; i.e. everything goes on in real time, and hitting spacebar to pause game at any time will not prevent you from issuing orders, more like the opposite - you pause the game to slow down the action, think about your next move, give a chain of commands (10 per crew member), and resume the game. We completely understand the frustration some of the more difficult RTS games can cause with all the small things going on at the same time (multi-prong attacks, microing army, keeping up the macro on your base etc), and we are trying to make the game as user-friendly as possible. The difficulty will remain the same, it's just going to be way easier to take a break and think about your next move carefully.

I want to reference Max Payne's slowing down action here, but it doesn't quite fit since you can pause our game as many times as you'd like.

edit: Also, Max Payne's action doesn't stop completely like in our game, it just slows down.

mpashanin fucked around with this message at 17:50 on Oct 28, 2013

The Crotch
Oct 16, 2012

by Nyc_Tattoo
Perhaps Total War would be a better analogue?

Adbot
ADBOT LOVES YOU

Drifter
Oct 22, 2000

Belated Bear Witness
Soiled Meat

mpashanin posted:

I want to reference Max Payne's slowing down action here, but it doesn't quite fit since you can pause our game as many times as you'd like.

So it doesn't pause, but slows down time significantly in order to issue orders? That is more like a Game of Thrones RPG mechanic than Max Payne, but yeah. It's really cool and adds to the challenge to keep the game moving, so you still have to sweat a bit and not have an eternity to decide what to do.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply