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You guys are cool but you shouldn't have public drama stuff anywhere, I mean look at what happened with Project Zomboid. Keep on rocking.
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| # ? May 24, 2012 18:27 |
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| # ? May 19, 2013 06:26 |
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Pitched in 20$. Hope you guys make it.
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| # ? May 24, 2012 18:35 |
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Pochoclo posted:You guys are cool but you shouldn't have public drama stuff anywhere, I mean look at what happened with Project Zomboid. Keep on rocking. Huh, guess I wouldn't call it drama but I get your meaning, we are just messin around. Dodoman posted:Pitched in 20$. Hope you guys make it. Thank you!
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| # ? May 24, 2012 18:35 |
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Things are lookin good!![]() we just hit 41%
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| # ? May 24, 2012 20:00 |
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Reddit really dropped the ball for you guys. Sad. Otherwise, it's pretty awesome that the RPS article has generated so much so quickly. I think my friends are getting sick of me nagging them to pledge by now, but the Good Work continues.
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| # ? May 24, 2012 20:10 |
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Kaninrail posted:Reddit really dropped the ball for you guys. Sad. Every bit helps! if we are a single dollar under goal, we dont get funded!
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| # ? May 24, 2012 20:14 |
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Chucked in $30 for you guys, I hope you make your funding amount. What are your plans if you don't? Are there things you can cut back on, resubmit and try again, etc?
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| # ? May 24, 2012 23:53 |
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we can resubmit, but Im not sure if we would, just going to a straight up webstore pre-order system would be easier. though it would cause development to slowdown some.
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| # ? May 24, 2012 23:54 |
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I've been following this from the start and I really hope the Kickstarter succeeds. Unfortunately I haven't been able to back it because money is tight (I couldn't back Grim Dawn or Eisenwald for the same reason ... too many Kickstarters!) but I linked it a couple places. I'll be watching closely!
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| # ? May 25, 2012 01:26 |
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Lumbering, do you mind if we put bug reports or comments in here? I've been tooling around with larger Dreadnaught-type vessels, and I've found a few interesting things. Bugs/issues/questions Test craft: "Kashmir 1A" cargo dreadnought (47730 mass) 1. Some guns and materials are not affected by the color scheme change and retain the default "100% white" color (may not be a bug) 2. On catastrophic collision of a dreadnought hull section versus a solid object, damage to the hull rolls to a gigantic negative number (in the negative hundred thousands of percents) this occurs even at low speeds and immediately destroys the ship. I redid the test using cargo containers as a bumper - the cargo containers acted as a crumple zone that largely protected the hull. It seems that if you are locked onto the object, the damage is significantly decreased or eliminated. (Also see item 4) 3. There is no visual indication of thrust reversal on the control screen 4. Damaging "any" hull section (including areas that aren't really "mission critical" that do things like connect batteries of cargo containers to the "inner hull" of the ship) destroys the entire ship - maybe prioritize damage and have damage to the innermost hull areas be what causes the ship to die? 5. Engine 7 does really wierd things, such as disappearing when the ship is lauched, and back in dock it's there but suddenly turns into size one 6. Could the initial camera zoom feature scale automatically to the size of the ship? Like, when the game engine starts, check the length of the ship or just guess based on the mass of the ship, and zoom out accordingly For an early pre-Alpha build, this thing is not too shabby at all. -"Datasheet" generator that shows the ship you made (front, left, top, isometric view) with a list of statistics and maybe some "favor text" and comments from the creator -Option to blank out or have a solid color for the background when building a ship -Transparent ship rendering for combat or some kind of cockpit view Three-Phase fucked around with this message at May 25, 2012 around 21:57 |
| # ? May 25, 2012 21:28 |
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quote:1. Some guns and materials are not affected by the color scheme change and retain the default "100% white" color (may not be a bug) quote:2. On catastrophic collision of a dreadnought hull section versus a solid object, damage to the hull rolls to a gigantic negative number (in the negative hundred thousands of percents) this occurs even at low speeds and immediately destroys the ship. I redid the test using cargo containers as a bumper - the cargo containers acted as a crumple zone that largely protected the hull. It seems that if you are locked onto the object, the damage is significantly decreased or eliminated. (Also see item 4) quote:3. There is no visual indication of thrust reversal on the control screen quote:4. Damaging "any" hull section (including areas that aren't really "mission critical" that do things like connect batteries of cargo containers to the "inner hull" of the ship) destroys the entire ship - maybe prioritize damage and have damage to the innermost hull areas be what causes the ship to die? quote:5. Engine 7 does really wierd things, such as disappearing when the ship is lauched, and back in dock it's there but suddenly turns into size one quote:6. Could the initial camera zoom feature scale automatically to the size of the ship? Like, when the game engine starts, check the length of the ship or just guess based on the mass of the ship, and zoom out accordingly quote:-"Datasheet" generator that shows the ship you made (front, left, top, isometric view) with a list of statistics and maybe some "favor text" and comments from the creator quote:-Option to blank out or have a solid color for the background when building a ship quote:-Transparent ship rendering for combat or some kind of cockpit view thanks for the feedback! its helpful. LumberingTroll fucked around with this message at May 25, 2012 around 22:17 |
| # ? May 25, 2012 22:14 |
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![]() Well, as hard as I tried, I couldn't get this thing to crash. However the CPU and video card fans were making sounds that genuinely concerned me. It's like Andy Warhol got really high and I gave him the keyboard and mouse. Three-Phase fucked around with this message at May 25, 2012 around 22:53 |
| # ? May 25, 2012 22:51 |
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haha thats crazy, how did it run? was the framerate alright?
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| # ? May 25, 2012 22:55 |
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The framerate appeared to be reasonable. I was running a GeForce 260GTX and a Core i7. The app itself was using about 750MB. One issue was the game hung, but only when I hit print screen. I'm going to run a few more tests until I've pushed your game (or my PC) to its absolute limit. Here's a screenshot of the newest revision: ![]() Mass of about 166,000. Performance was very good, surprisingly smooth considering how complicated that thing was. No problems, again except for print screen crashing. Had the graphics pretty much maxed out. As far as the "ship" itself goes, it handled like Rosie O'Donnell riding a child's tricycle. In the middle of the Sahara desert. Also while on said tricycle Rosie just took several hundred milligrams of Diphenhydramine and drank a fifth of vodka. I also did a little work on the Sinai "armed warehouse" - it comes in at a portly quarter-million. I did a little test rotating it with no engines on. It can turn 90 degrees in approximately five minutes. I'm going to try and spawn with a few enemies so I can have a screenshot showing how absolutely massive it is compared to another ship. If it was a bit bigger, it would immediately collide with the asteroid that you spawn by. ![]() No performance issues. Hitting the "Print Screen" key once worked. I jabbed it several times in succession, and was rewarded with a crash. I can understand the engine having problems with the Print Screen command. Three-Phase fucked around with this message at May 26, 2012 around 00:22 |
| # ? May 25, 2012 23:00 |
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Im glad you see to be having fun ![]() we arent sure why printscreen would cause an issue, but we implemented our own screenshot mechanic, will be in next patch. and if you didnt know (not sure if your cropping the image) you can use [f2] to hide the UI.
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| # ? May 26, 2012 00:37 |
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Holy poo poo.. I Kept glossing over this thread thinking this was about a Kinect game for 360 somehow, did it always say Indie PC up there? Anyway, I stumbled onto the Kickstarter somehow while checking my other pledges and saw a spaceship and my curiosity was peaked. So I gave you money immediatly but I still didn't put that space game toghether with the thread I kept skipping over. I wish I wasn't so late to the party. I also can't believe the funding isn't a slam dunk, the game look amazing and I love the detail your putting into ship construction.I know it's too late now but I cant help but think the Kinect misunderstanding may have scared some other space sim fans away (as Kinect is pretty much the anti sim). I think there's still time to pull this off and wish you the best of luck! I really want to play your game!
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| # ? May 26, 2012 01:19 |
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Thanks man, and yeah, it is a possibility. Its pretty common unfortunately, it also drives me crazy but hey!
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| # ? May 26, 2012 01:31 |
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Huh, I actually did find a performance anomaly. When I was running that huge space station with enemies about, one of them went and flew straight into the structure. There was a series of explosions, but the problem was that the performance dropped down to about 1FPS. My guess is that how complicated my vessel was didn't help the situation. I didn't realize until reading the OP that this is done by basically three guys. That's amazing considering the Alpha has all that it has in it, including music. (Some of which I kinda' got a bit of a Jesper Kyd vibe.) Three-Phase fucked around with this message at May 26, 2012 around 01:38 |
| # ? May 26, 2012 01:36 |
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yup only three of us, Artek Bank is our composer for the music, hes pretty talented, Here is some of his stuff. http://abankmusic.com/index.php/music we may know what caused the performance drop, but we will look into it.
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| # ? May 26, 2012 02:47 |
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We are looking good! 46% and we have roughly four days to go! The Kickstarter ends Wednesday at 8pm CST. Here is our current pledge report
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| # ? May 26, 2012 16:56 |
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I tweeted and FB'd the other day, couple of peeps RT'd, and I upped my own pledge to $30. Hope you guys make it, I'd like this sooner than later.
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| # ? May 26, 2012 17:39 |
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This is a solid goon project, check it out guys!
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| # ? May 26, 2012 18:09 |
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Now that we have a sticky I assume we will be getting some more goons checking out the thread, if anyone has any questions, please feel free to ask.
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| # ? May 26, 2012 18:51 |
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As long as I can make this, I'm happy.
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| # ? May 26, 2012 20:06 |
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That loving Sned posted:As long as I can make this, I'm happy. Someone beat you to the punch.
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| # ? May 26, 2012 20:13 |
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We will be hosting a Livestream tomorrow evening, 5pm - 10pm EST http://www.livestream.com/badlandstudio The screen will be showing Kevin working on modeling modules live, while Matt and I talk and answer any and all of your questions. This is a great opportunity to get involved with the community, get to know the dev team, find out more about Kinetic Void and our plans!
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| # ? May 26, 2012 21:33 |
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Plasmafrag posted:Someone beat you to the punch. Oh wow, that's beautiful.
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| # ? May 27, 2012 00:50 |
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I'm sorry if this has been asked before, but how much do you think the game and each of the expansions will cost on release?
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| # ? May 27, 2012 01:26 |
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It hasn't bee, decided just yet but Im thinking $30 - $40 for the initial release, we will base the expansion off of how much we put into it (which will be a lot)
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| # ? May 27, 2012 01:31 |
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Congrats on getting that front page RockPaperShotgun piece by the way! I know I'm late to the party, but still.
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| # ? May 27, 2012 02:44 |
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Man, still sad I had to back out of this for work related reasons after making all of 3 models for it This is looking fuckin' sweet guys!
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| # ? May 27, 2012 06:01 |
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This seems pretty interesting! I was worried at first as to what it was when I misread the game's title has "Kinect Void" though. I do like me some spaceships and while I can not currently spend any more cash, I wish you the best of luck!
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| # ? May 27, 2012 08:37 |
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Well that was weird, for a good ten minuets or so I got a page of spam when trying to connect to your website. it is back to normal now.
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| # ? May 27, 2012 12:48 |
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The kick starter just passed 50% I really hope you make the station stretch goal, putting together station complexes in X3 was pretty fun. Having the same flexibility and potential as the shipyard when designing stations would be amazing. Happy Underpants fucked around with this message at May 27, 2012 around 18:22 |
| # ? May 27, 2012 18:16 |
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We do too! Im still very hopeful of the last 2 day surge. We have sene it do wonders for other projects.
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| # ? May 27, 2012 19:36 |
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we are doing our live stream now. http://www.livestream.com/badlandstudio if you dont want to sign up to talk/ ask questions feel free to join us in our steam group http://steamcommunity.com/groups/KineticVoid
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| # ? May 27, 2012 21:06 |
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If the kickstarter doesn't end up working, maybe it would be a good idea to try again when you have stuff like flying up to space stations, combat, and trading? I'm sure that will have a lot more pull.
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| # ? May 27, 2012 23:18 |
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Its a possibility, if it doesn't finish with goal, we will be doing pre-orders from our site as well. We need to make some money or we wont be able to keep developing at the pace we have been.
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| # ? May 27, 2012 23:25 |
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I doubled-down to get the soundtrack, I hope you succeed!
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| # ? May 28, 2012 00:20 |
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| # ? May 19, 2013 06:26 |
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I'm going to put in $30 here in a couple of hours. This looks like an amazing game!
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| # ? May 28, 2012 00:47 |












, but it reflects poorly on the forums. 




Anyway, I stumbled onto the Kickstarter somehow while checking my other pledges and saw a spaceship and my curiosity was peaked. So I gave you money immediatly but I still didn't put that space game toghether with the thread I kept skipping over. I wish I wasn't so late to the party. I also can't believe the funding isn't a slam dunk, the game look amazing and I love the detail your putting into ship construction.






This is looking fuckin' sweet guys!


