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Drifter posted:Or else a Surgeon Simulator *~in spaaaaace~* dlc where you do surgery in zero-g. They already have that in the game.
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# ? Aug 18, 2014 03:28 |
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# ? Mar 28, 2024 20:29 |
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I just want a space trucking simulator at least as high a quality as the real truck simulators. Anything beyond that is bonus. The best part of Elite First Encounters was just peaceful space travel and exploding doing dumb things like screwing up docking.
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# ? Aug 18, 2014 04:31 |
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FuzzySlippers posted:I just want a space trucking simulator at least as high a quality as the real truck simulators. Anything beyond that is bonus. The best part of Elite First Encounters was just peaceful space travel and exploding doing dumb things like screwing up docking. Europa Truck Simulator.
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# ? Aug 18, 2014 04:38 |
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Tippis posted:Hey, that's unfair. Docking's not that hard, once you've done it a few times. Unless E:D made it harder, I've only played the classic one and the Oolite third-party remake.
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# ? Aug 18, 2014 09:19 |
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So it anyone is youtube/twitch super star Hive Jump is sending out Streaming Builds with a demo to follow later: https://www.kickstarter.com/projects/graphitelab/hive-jump-0/posts/955590quote:As part of our recruitment strategy, we're now spreading our "Ambush Build" of the game to Press, Streamers, and YouTubers. If you have any connections, especially with Streamers and YouTubers, please let us know. We would love your help in getting the build out in front of large audiences. Just send us a message via Kickstarter, Facebook, or Twitter, and we'll get back to you quickly. I personally think they should have lead with the demo since this is their second attempt at a kickstarter but better later then never. Could be a good middle of the pledge release to bump up traffic to the kickstarter again.
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# ? Aug 18, 2014 14:27 |
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Sunless sea is making improvements! This is your typical game_creep.txt but its gonna be awesome just you waitquote:The core team sat down together and chewed on how to get to delightfulness. Game development is a strange beast.
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# ? Aug 18, 2014 15:46 |
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Sunless Sea rules, but the combat is the worst part. I don't mind this.
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# ? Aug 18, 2014 15:49 |
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Hakkesshu posted:Sunless Sea rules, but the combat is the worst part. I don't mind this. This. Fighting your third zeebat swarm in a row because they're everywhere gets really old. I just press flare, flare, shoot and wait, boring. Wonder how this will affect the observation stuff though.
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# ? Aug 18, 2014 15:54 |
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Demiurge4 posted:This. Fighting your third zeebat swarm in a row because they're everywhere gets really old. I just press flare, flare, shoot and wait, boring. Wonder how this will affect the observation stuff though. Yeah its a decent system at first but each type of enemy becomes rote way, way too fast. And then dreading repetitive combat really drags down the rest of the game. I'm all for the overhaul. (They should also add a system like Earthbound where if you run into an enemy vastly weaker than you, you just win. gently caress you, zeebats. Although I guess alternatively they just need to make every enemy still a threat, and maybe have a few less enemies.)
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# ? Aug 18, 2014 15:54 |
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That's fantastic news because the game itself is already so fun, with the weakest part being combat. Making it more interesting and less repetitive is great.
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# ? Aug 18, 2014 16:00 |
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Wow, throwing away my vision and my cherished mechanics that just aren't fun, to make the game more fun? These guys are some really good game designers. This is sort of why I hate Kickstarter: it's too hard to make changes to make the game more fun, because somebody out there is going to complain that it's not what they backed.
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# ? Aug 18, 2014 16:07 |
Suspicious Dish posted:Wow, throwing away my vision and my cherished mechanics that just aren't fun, to make the game more fun? These guys are some really good game designers. I'm a little nervous just in terms of dev time, this is late in the process to be making such a major change. I hope they make it work though, it's the change the game needs.
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# ? Aug 18, 2014 16:17 |
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This game looks so much like TowerFall The Roguelike it's kinda silly: https://www.kickstarter.com/projects/nukenine/vagante https://www.youtube.com/watch?v=f8bamfbDHUw Could be neat though.
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# ? Aug 18, 2014 23:58 |
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Yodzilla posted:This game looks so much like TowerFall The Roguelike it's kinda silly: https://www.kickstarter.com/projects/nukenine/vagante What is with that name, though. "Vagante"? I know how they want me to say it, but I keep thinking of it as "Vaj-auntie", which makes it sound like a venereal disease, or something tragic that happens when women reach menopause.
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# ? Aug 19, 2014 00:19 |
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I don't think it's entirely a bad thing and yeah it does look pretty neat, it was just the thing that struck me first mostly likely because I've played a fuckload of TowerFall.
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# ? Aug 19, 2014 00:23 |
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Yodzilla posted:I don't think it's entirely a bad thing and yeah it does look pretty neat, it was just the thing that struck me first mostly likely because I've played a fuckload of TowerFall. A better comparison for Vagante is spelunky, but dark and fantasy. I know this because there's a demo on their website and it's pretty rad.
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# ? Aug 19, 2014 00:42 |
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Vah-gah-nteh
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# ? Aug 19, 2014 00:58 |
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This neat looking game is ending soon : https://www.kickstarter.com/projects/682108903/jotun Scared it might be a bit barebones, but it's very pretty
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# ? Aug 19, 2014 01:38 |
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Ray's The Dead is taking another run at Kickstarter, this time with a much-improved pitch. Think Pikmin + zombies. It already looked like it had potential last time, but now their video is drowning in actual, fun-looking gameplay footage.
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# ? Aug 19, 2014 05:34 |
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And in no-loving-way news, Northward only got 1,5k out of 32k on Indiegogo with 5 days to go. I really hope they find someone to put this up on Kickstarter for them.
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# ? Aug 19, 2014 09:57 |
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Yodzilla posted:This game looks so much like TowerFall The Roguelike it's kinda silly: https://www.kickstarter.com/projects/nukenine/vagante That looks super cute. The pixel art is pretty dang solid, and ninja rope may have me sold. That is amazing. I love the weird cut-out art style. Paper Mario in its teenage years.
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# ? Aug 19, 2014 16:44 |
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So Paradise Lost sent out a new update. Here's a little tidbit.quote:One of those hard decisions was the need to change and port all our current graphics into a new pixel art program Whelp, that's a lot of work isn't it?
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# ? Aug 19, 2014 17:00 |
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Demiurge4 posted:So Paradise Lost sent out a new update. Here's a little tidbit. This has never gone wrong before.
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# ? Aug 19, 2014 17:03 |
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What does that even mean? Port graphics...into a pixel art program? What?
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# ? Aug 19, 2014 17:09 |
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I assume they mean they're switching asset development tools and needed to bring the old assets over.
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# ? Aug 19, 2014 17:12 |
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The full update goes into more detail on that:quote:One of those hard decisions was the need to change and port all our current graphics into a new pixel art program. The amount of animated elements from the game had been growing exponentially and the other design tool gave us a lot of problems in matter of stability, lack of tools and exportation of the sprite sheets. Surely you will think “why didn't you realize before?”, but at that moment we didn't think about the complexity of the current animations and the problems that appear. We required easiest processes to work in traditional animation, allowing us to do simple tasks as copy multiple layers at the time from one document to another or allow the use of onion skin to have a quick preview of the nearest frames in order to make smoother movements. In addition, we have realized that making a pixel game for different resolutions results in a bad resampling of some graphics, as a result of the imported sprite sheets. Right now we solved that problem but caused us to re-export all the game animations and objects from the older program. quote:The new program that we use to port the game's graphics is Aseprite, a great pixel editor focused in the development of professional design and animation. It's full of useful stuff like retro palettes, filters, different export options and a timeline bar that allows to have a clear view of the different animation layers. It also includes an option called RotSprite that rotates the images using an special algorithm to maintain its original aspect. https://www.kickstarter.com/projects/1183462809/paradise-lost-first-contact/posts/954734
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# ? Aug 19, 2014 17:13 |
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MikeJF posted:I assume they mean they're switching asset development tools and needed to bring the old assets over. Obviously. But when you're talking about pixel art, what all assets are there? Some sprite sheets. Maybe some separate color and normal textures if you're fancy? Still, its not like you're importing mesh data from 3DSMax into Unreal and now it needs to go in Crysis instead. Importing sprite sheets from one development tool into another should be pretty straightforward. "Here's the .png, here's how many sprites are in it". Not something to derail your entire development team for a long time and post on kickstarter about. Now obviously it goes a bit further than that, they've probably got sprite position data or animation information stored as XML or JSON or something and they have to convert it for the other program to read it happy, sure, but... that shouldn't be a huge deal. Then again, they do have a toooon of art (and its pretty) and their team is like what 5 dudes? So I guess that accounts for it.
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# ? Aug 19, 2014 17:18 |
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Right, that's what I don't get. Pixel art can be demanding to create, but manipulation of the data is one of the simplest things possible. If you can't export/import/manipulate a series of bitmaps in less than a day, I don't trust that your team is capable of actually making a game.
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# ? Aug 19, 2014 17:20 |
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Yeah this isn't like going from one entire game engine to another, this is just giving them the ability to handle pixel art better. They showed examples of why they were doing that in the newsletter.
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# ? Aug 19, 2014 17:41 |
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It's not just the pixel data. I assume they need to get all their layers and guides out of their old tool, which, if it's Photoshop, might take them a little bit.
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# ? Aug 19, 2014 18:11 |
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So Sierra Storm basically seems to be Alpha Protocol: Western Visual Novel. Chris Avellone is a stretch goal, of course. They do want $34 dollars for the basic get-the-game tier, though. Nnnnnnot sure that's going to work out for them.
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# ? Aug 19, 2014 19:56 |
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Megazver posted:So Sierra Storm basically seems to be Alpha Protocol: Western Visual Novel. Chris Avellone is a stretch goal, of course. Already discussed The $34 isn't just get-the-game, it's also soundtrack, wallpaper stuff, and "hall of fame" which means your name in the credits. I wonder if they just left out the basic tier by mistake, there haven't been many games that jumped from "thanks for the dollar" to "name in the credits."
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# ? Aug 19, 2014 20:57 |
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Yeah what are they thinking? For $34 it needs to be a sure bet not a bunch of guys nobody knows about.
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# ? Aug 19, 2014 21:24 |
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monster on a stick posted:Already discussed The $34 isn't just get-the-game, it's also soundtrack, wallpaper stuff, and "hall of fame" which means your name in the credits. I wonder if they just left out the basic tier by mistake, there haven't been many games that jumped from "thanks for the dollar" to "name in the credits." So, basically just get-the-game.
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# ? Aug 19, 2014 21:25 |
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Darkhold posted:Yeah what are they thinking? For $34 it needs to be a sure bet not a bunch of guys nobody knows about. The lead Sheldon Pacotti wrote Deus Ex and has programming chops at least from his website. He's made a game as well called Cell: Emergence, so at least its not a bunch of narrative designers without any experience in programming.
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# ? Aug 19, 2014 21:33 |
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fez_machine posted:The lead Sheldon Pacotti wrote Deus Ex and has programming chops at least from his website. He's made a game as well called Cell: Emergence, so at least its not a bunch of narrative designers without any experience in programming. It's still an indie game and $34 is a lot for one. If they had a $15 early backer tier/$20 basic tier, they wouldn't be sitting at <$1000. Just checking among the games I've backed, the most expensive basic tier was Obduction, and that was $25.
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# ? Aug 19, 2014 21:43 |
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Yeah, I got no desire to back a game like that when it's $34 to get the drat thing.
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# ? Aug 19, 2014 21:47 |
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In my opinion if you gently caress up the tiers like that I can't really trust you to make the product. I mean video game Kickstarters have been a big thing for like 2 years now? You should know how they should work by now when you make one.
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# ? Aug 19, 2014 21:56 |
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Yes it's a pixel art indie puzzle platformer but SUPER III looks pretty drat decent https://www.kickstarter.com/projects/super91/super-iii?ref=newest https://www.youtube.com/watch?v=UqF3WnrqkBA
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# ? Aug 19, 2014 22:23 |
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# ? Mar 28, 2024 20:29 |
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Yodzilla posted:Yes it's a pixel art indie puzzle platformer but SUPER III looks pretty drat decent https://www.kickstarter.com/projects/super91/super-iii?ref=newest I'm a sucker for platformers. Might back them.
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# ? Aug 20, 2014 19:08 |