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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.) 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.
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# ? Oct 27, 2013 19:13 |
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# ? May 28, 2024 16:18 |
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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.
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# ? Oct 27, 2013 22:17 |
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So, ROAM kinda blew up today: http://www.kickstarter.com/projects/roam/roam/posts/642488 quote:How to steal? 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. 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
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# ? Oct 27, 2013 22:42 |
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It sucks, but ideas are cheap and execution is everything. If anything this *should* just drive the devs to ensure ROAM is better made.
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# ? Oct 28, 2013 00:03 |
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Are they seriously flipping out because their zombie survival game is similar to the other zombie survival games out there?
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# ? Oct 28, 2013 00:20 |
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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.
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# ? Oct 28, 2013 00:24 |
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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.
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# ? Oct 28, 2013 00:37 |
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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.
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# ? Oct 28, 2013 00:48 |
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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:
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# ? Oct 28, 2013 01:46 |
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mpashanin posted:Feel free to ask any questions Why, of all the interesting enemies you could pick from, you picked freaking zombies?
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# ? Oct 28, 2013 02:12 |
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mpashanin posted:Hey guys! I am one of the creators of Confederate Express. 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...)
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# ? Oct 28, 2013 02:16 |
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I do like the cyberpunk bent to the zombie origin, though.
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# ? Oct 28, 2013 02:18 |
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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? 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!
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# ? Oct 28, 2013 02:29 |
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I wish you spoke more like a human and less like a direct-to-forum PR machine.
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# ? Oct 28, 2013 02:43 |
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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 |
# ? Oct 28, 2013 02:46 |
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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.
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# ? Oct 28, 2013 02:47 |
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Cheekio posted:I just backed your game for $25, which was a dumb idea because I'm poor, but the art style is amazing. 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!
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# ? Oct 28, 2013 02:50 |
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mpashanin posted:*does not compute* *insert emotion and press enter* There we go this is good. I think your game looks neat.
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# ? Oct 28, 2013 03:14 |
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Kunzelman posted:I think your game looks neat.
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# ? Oct 28, 2013 03:39 |
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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? (link to original reddit post here: http://www.reddit.com/r/Games/comments/1pblqp/how_to_steal_roams_creators_worry_that_their_game/cd11fhg )
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# ? Oct 28, 2013 04:04 |
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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 |
# ? Oct 28, 2013 09:00 |
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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.
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# ? Oct 28, 2013 10:14 |
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Bolt Riley hit $20k in its first 2 days, so I'd say it has a shot. $120k is still a hell of a target to hit for a relative unknown, but thus far, they could totally do it. https://www.youtube.com/watch?v=icfTiFAWoAY
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# ? Oct 28, 2013 14:40 |
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mpashanin posted:Hey guys! I am one of the creators of Confederate Express. I hate you because I think I may pledge a high amount just because I like your style and story, the zombie thing is meh, but its done very well and I love how you elaborate on lighting, mechanics, etc in a simple way. Your kickstarter is one of the better explanations of product/idea that I've seen. If I pledge one of the higher packages like 100$ 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
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# ? Oct 28, 2013 14:46 |
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Shalinor posted:Bolt Riley hit $20k in its first 2 days, so I'd say it has a shot. $120k is still a hell of a target to hit for a relative unknown, but thus far, they could totally do it. I hope they do make it. Oded has been a pretty big supporter of Dropsy, and from what I can see, a bunch of other indie adventure games. He's a really good guy and his team has done a great job so far.
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# ? Oct 28, 2013 14:49 |
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homewrecker posted:In regards to that ROAM/How to Survive thing, I saw a post on reddit that says How to Survive was in development since from 2011. Welp so much for the indignant indie zombie survival rage.
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# ? Oct 28, 2013 14:58 |
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mpashanin posted:Hey guys! I am one of the creators of Confederate Express. Goddamn this looks amazing I'm going to kidnap your sprite artists
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# ? Oct 28, 2013 15:59 |
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Not an Anthem posted:If I pledge one of the higher packages like 100$ 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 |
# ? Oct 28, 2013 16:40 |
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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. Why would I want to buy a game that is "next to impossible to finish"?
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# ? Oct 28, 2013 16:43 |
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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?
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# ? Oct 28, 2013 16:46 |
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monster on a stick posted:Why would I want to buy a game that is "next to impossible to finish"? 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")
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# ? Oct 28, 2013 16:46 |
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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.
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# ? Oct 28, 2013 16:49 |
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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...
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# ? Oct 28, 2013 16:49 |
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mpashanin posted:Let me rephrase that. 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 |
# ? Oct 28, 2013 16:57 |
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Shalinor posted:Have you ever ascended anyone in Nethack? Because I sure as hell haven't. 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 |
# ? Oct 28, 2013 17:04 |
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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.
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# ? Oct 28, 2013 17:05 |
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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.
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# ? Oct 28, 2013 17:09 |
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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. 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 |
# ? Oct 28, 2013 17:27 |
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Perhaps Total War would be a better analogue?
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# ? Oct 28, 2013 17:39 |
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# ? May 28, 2024 16:18 |
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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.
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# ? Oct 28, 2013 17:40 |