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![]() I don't even know where to loving begin with this game so I'll let the website try and explain. quote:Receiver was created for the 7-day FPS challenge to explore gun handling mechanics, randomized levels, and unordered storytelling. Armed only with a Colt 1911 A1 and an audio cassette player, you must uncover the secrets of the Mindkill in a building complex infested with automated turrets and hovering shock drones Makes perfect sense right? WRONG! Receiver is to first person shooters what A-10C Warthog is to Ace Combat. Don't believe me? Look at these loving controls: ![]() That's for one gun and doesn't even include removing magazines from weapons, holstering your weapon, putting each individual bullet into the magazine, un-holstering your weapon, loading the magazine into the weapon and then putting a round into the chamber. To give you some perspective this was made by the team making the physics based beat-em up 'Overgrowth'. I first heard about the game on the Idle Thumbs podcast but Giant Bomb just did a quick look. The game is $5 and supports mods. GIANT BOMB QUICK LOOK: http://www.giantbomb.com/quick-look-receiver/17-7006/ IDLE THUMBS- The Mind Tech Contingency: http://www.idlethumbs.net/idlethumbs/ OFFICIAL TRAILER: http://www.youtube.com/watch?v=GCThInmzjXw OFFICIAL WEBSITE/STORE: http://www.wolfire.com/receiver
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| # ? Feb 4, 2013 22:20 |
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| # ? May 25, 2013 16:29 |
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Receiver is an excellent little game from a studio that is practically the platonic ideal of indie developer. I did an LP of an earlier version of the game for the Short Roguelike Megathread a while back. You might need archives to see it at this point.
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| # ? Feb 4, 2013 22:32 |
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This game is as close to a realistic musket simulation as we're likely to get, so it owns pretty hard.
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| # ? Feb 5, 2013 00:41 |
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This game is pretty great if you're looking for a game to zone out and listen to podcasts to. I was pretty garbage at it, but ascended(?) for the first time once I figured out that there's more than 11 tapes per level, and that you can walk infinitely in either direction. edit: Oh yeah, gently caress taserdrones forever and ever amen.
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| # ? Feb 5, 2013 01:00 |
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OK so I just asked this in another thread but haven't gotten an answer yet so here goes again: people keep talking about mods. Where do I find these mods that apparently exist? Also I really hope they address the performance issues because they bum me out.
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| # ? Feb 5, 2013 01:03 |
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This is one of the most fun shooters I've played in months. It's a real shame it runs so badly and has no enemies beyond stationary turrets and flying drones. Having a gunfight with another player would be hilarious when we inevitably screw up reloading and dump our magazine or something.
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| # ? Feb 5, 2013 01:51 |
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tooooooo bad posted:OK so I just asked this in another thread but haven't gotten an answer yet so here goes again: people keep talking about mods. Where do I find these mods that apparently exist? There's not really much in the way of mods, but what there is you'll probably find at the Wolfire forums. The game doesn't doesn't have like a mod folder or anything but the Wolfire guys released the Unity project so anyone with Unity (which is free) is free to mess around with it. You have to compile a new executable to make your modded version playable to anyone else though, or just share the modded Unity project I guess. Performance optimizing with the free version of Unity is not really on the table though. You could take stuff out to reduce the number of polygons on screen… and that's about it, unless the devs missed something really big, and they're pretty sharp guys so probably not.
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| # ? Feb 5, 2013 01:58 |
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I guess the performance isn't enough to keep me from playing this kind of a lot. Never gotten more than four tapes in a run though. Nailing those flying bots is satisfying every time. Also compulsive press-checking (T + R) is the new compulsive reloading. Gotta check after every few shots!
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| # ? Feb 5, 2013 07:53 |
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The performance issues are kind of a bummer, I read a thing saying it has to do with how the level is actually dynamically generated as you move, and it has to keep places you have been in memory (think walking in one direction in Minecraft, but without unloading chunks) At least I think that's right, they said something about working on fixing it once it became more full featured, for example the first version didn't have the flashlight or any other guns. I really love the lore they came up with though, I'm pretty sure I've heard every tape like 5 times, and then muted the voice volume and loaded up some podcasts.
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| # ? Feb 5, 2013 08:48 |
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They said multiplayer is coming down the line too which should be hilarious.
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| # ? Feb 5, 2013 10:20 |
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Monster w21 Faces posted:They said multiplayer is coming down the line too which should be hilarious. This seems like exactly the sort of game that needs co-op multiplayer, especially with low-light areas and roughly humanoid drones, to facilitate friendly fire incidents. By the way, what all guns are included? With any other game, it'd feel weird to care so much about the weapon selection, except here the gun is the game. I've seen a Glock 19, a 1911 and a revolver of unknown make. Anything else?
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| # ? Feb 5, 2013 18:06 |
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Male Man posted:This seems like exactly the sort of game that needs co-op multiplayer, especially with low-light areas and roughly humanoid drones, to facilitate friendly fire incidents. Nope, just those three. I imagine more might have been modded in, though.
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| # ? Feb 5, 2013 18:07 |
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Those three are it for now (the revolver is a S&W Model 10 Victory according to the developer blog). The way the system works for interacting with them is very robust though, so I could easily see the game supporting anything from pump/lever shotguns to full-auto rifles (the glock has a full-auto mode, but it's really more of a "waste all my bullets" mode). As far as it works right now, you only get one gun per game; you start with a random one of the three available, and all bullets will be for that gun. You also can't currently find magazines, so it sometimes sucks getting a start where you have no spares. Although it's tricky enough to reload quickly so most of your reloading will probably be done in a safe place where it doesn't matter whether you're just swapping magazines or refilling one by hand anyway. One nice touch in the game is that the enemy drones/turrents don't have flat health values, but rather individual components which can be disabled when shot. So if you shoot out a turret's camera it will keep spinning around but never detect you, or if you shoot out the ammo feed it will turn red and face you when it spots you but be unable to shoot. The Cheshire Cat fucked around with this message at Feb 5, 2013 around 18:17 |
| # ? Feb 5, 2013 18:15 |
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The best Drone-kill is when you shoot the motor out of a Flying Taser Drone - it still has full camera and a functioning taser. If you step on it, it'll kill you.
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| # ? Feb 5, 2013 18:27 |
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Being able to use the mouse to manipulate the gun would be a cool addition. You could like, click and drag the slide and pull out the magazine and stuff. I'd also like to see some more guns to play around with. Has the modding community made any yet?
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| # ? Feb 5, 2013 18:41 |
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The Cheshire Cat posted:One nice touch in the game is that the enemy drones/turrents don't have flat health values, but rather individual components which can be disabled when shot. So if you shoot out a turret's camera it will keep spinning around but never detect you, or if you shoot out the ammo feed it will turn red and face you when it spots you but be unable to shoot. Just shot out the motor on a turret and walked past it without realizing that the camera and gun still worked.
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| # ? Feb 5, 2013 18:52 |
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I'm not usually a fan of deathmatch shooters, but I would play the hell out of this if it had MP and realistic damage modelling. Screw charging around getting pixel-perfect headshots, I want to cower under a desk waiting for a goon to follow my blood trail into the room so I can shoot him in the feet.
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| # ? Feb 5, 2013 22:39 |
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I was glad to have gotten this free with my overgrowth preorder from years ago. I was more surprised to see they even added the glock and revolver a few months back. I really like the weapon handling but I hate the stutter with moving between premade segments. I'm curious what other things they'll add to the game.
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| # ? Feb 5, 2013 22:43 |
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I didn't realize they added new guns and stuff. Unless I just never got far enough to see the Glock or something...
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| # ? Feb 5, 2013 23:13 |
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Haha, it's like a game custom built to punish every reflex from shooter games I have. A typical encounter consists of firing three shots at nothing, ejecting my last bullet because I'm European and don't get guns, running clumsily away and falling down a flight of stairs. Except for the odd occasion when I leap out on a drone and can't shoot because my bullets are in a clip six feet behind me.
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| # ? Feb 5, 2013 23:24 |
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This is one game that would be hella immersive with that new occulus rift thing. Oh gently caress something beeped and I need to reload aaaAAAAA *ZAP*
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| # ? Feb 5, 2013 23:25 |
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I really love the mechanics of this game, but holy poo poo, it is hilarious when the gun starts flipping out in your hands until you can discharge the weapon into your own face. Then the camera starts freaking out, and reloading the revolver while it's spinning on twenty different axes becomes a hell of an experience.
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| # ? Feb 5, 2013 23:50 |
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This game looks really awesome and a fantastically cool little thing to play with, but I don't think I can justify a purchase when the only things there are to shoot are drones and turrets, I don't know why, if it just had the occasional person in there I'd be all over it. I wonder what that says about me.
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| # ? Feb 6, 2013 00:18 |
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I bought it cause hey five bucks and it's sort of fun, but I can't survive against those flying dudes yet.
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| # ? Feb 6, 2013 00:31 |
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Geight posted:I bought it cause hey five bucks and it's sort of fun, but I can't survive against those flying dudes yet. Kite them into pillars and walls to shoot them easier. That's how I killed my first few and learned the points to shoot at.
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| # ? Feb 6, 2013 00:35 |
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TehGherkin posted:This game looks really awesome and a fantastically cool little thing to play with, but I don't think I can justify a purchase when the only things there are to shoot are drones and turrets, I don't know why, if it just had the occasional person in there I'd be all over it. Well they did make it in 7 days and then kept working on it after the competition was over. It's replayable because it's random every time, even the starting condition of your gun (like you might forget the 1911 is single action and not check that the hammer isn't pulled back). I still haven't beaten it because it's basically one hit and you're dead. I think I've gotten about 7 of 13 tapes or whatever in a playthrough.
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| # ? Feb 6, 2013 00:44 |
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GoldenNugget posted:Well they did make it in 7 days and then kept working on it after the competition was over. Receiver's 1911 isn't SA, it's SA/DA, cocking the hammer serves no purpose in the game. But the Glock can catch you off-guard when you find out that it can start set to full-auto! Not a nice surprise. This is why I actually like the revolver the most, and why I think the game should somehow be simulating trigger pull, maybe with miniscule firing delay? It would be cool if cocking the hammer on the 1911 let you squeeze off that first round just a tiny bit faster.
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| # ? Feb 6, 2013 01:17 |
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I'm honestly of the opinion that the first priority should be another weapon or two, or perhaps a new enemy type. The recent addition of the Glock and the Revolver is really nice, but I think they could go further with this for more variety. A breach-loading shotgun would be fantastic; the spread of pellets would make taking out components easier, but you'd only have one or two shots before you'd need to reload and re-cock.
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| # ? Feb 6, 2013 02:05 |
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The Cheshire Cat posted:One nice touch in the game is that the enemy drones/turrents don't have flat health values, but rather individual components which can be disabled when shot. So if you shoot out a turret's camera it will keep spinning around but never detect you, or if you shoot out the ammo feed it will turn red and face you when it spots you but be unable to shoot. Unless it already has a round in the chamber, then the turret can still shoot one bullet…
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| # ? Feb 6, 2013 02:36 |
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I was watching the Quick Look, and whenever they dumped an unused bullet out of the revolver, the Pick Up Bullets key on the help menu lit up, so it looks like you can dump a half-full barrel and not lose bullets to the aether. This game sort of reminds me of a PS2 game I found on sale called Extermination. It gave you a rifle and two magazines to start with, but you couldn't carry loose bullets with you. Once your two clips were full, you'd have to find another empty magazine lying around, and those are much more rare than just bullets. I always thought that was kind of novel. It seems like this sort of precise, slightly unwieldy gun-handling engine would do well in the same survival horror structure.
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| # ? Feb 6, 2013 03:14 |
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Heatwizard posted:I was watching the Quick Look, and whenever they dumped an unused bullet out of the revolver, the Pick Up Bullets key on the help menu lit up, so it looks like you can dump a half-full barrel and not lose bullets to the aether. That's exactly what you should be doing, revolvers often come with spent and unspent rounds, you should dump them immediately, pick up the good ones and reload it. On a handgun if you get two semi-filled mags you can insert one, repeatedly pull back the chamber to eject all the rounds, pick them up and fill the other mag to full and load that one, more bullets in a mag means less reloading!
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| # ? Feb 6, 2013 03:19 |
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Heatwizard posted:I was watching the Quick Look, and whenever they dumped an unused bullet out of the revolver, the Pick Up Bullets key on the help menu lit up, so it looks like you can dump a half-full barrel and not lose bullets to the aether. Oh my goodness, a horror themed game with this setup would be AMAZING. Finally you could have shooting elements that actually raise the tension instead of turning it into an action game.
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| # ? Feb 6, 2013 03:25 |
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Reive posted:That's exactly what you should be doing, revolvers often come with spent and unspent rounds, you should dump them immediately, pick up the good ones and reload it. For the M1911, the hammer has to be cocked to fire it looks like. Safety only works if the hammer is cocked and you can't use it otherwise. Is that right? Also I always wondered, but does the round supposed to chamber itself automatically if the slide is locked back? If you empty the gun and don't release the slide lock when you put a new magazine in, the round gets chambered, but if you return the unlock the slide and then insert a mag, it isn't? (both semi-autos)
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| # ? Feb 6, 2013 03:26 |
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BlueDestiny posted:Oh my goodness, a horror themed game with this setup would be AMAZING. Finally you could have shooting elements that actually raise the tension instead of turning it into an action game. It's not a horror game? The chirp of a shock drone that you can't see locking on and spinning up is just about the scariest thing in all of video games.
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| # ? Feb 6, 2013 06:31 |
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Sober posted:Or you can pull the mag out, pull the slide back to eject the chambered round, holster the gun, pick up that bullet and you can use Z/R to fill/empty the magazine. On a real 1911, the pistol won't fire in the hammer-down position even if you pull the trigger. The 1911 also happens to be one of those models where you can't engage the safety if the hammer isn't back -- in this case, it's because the safety effectively hooks into a notch in the hammer, physically keeping it from falling forward. If the hammer's not back, it won't lock into place. A round is supposed to chamber itself when you release the slide -- when the slide goes back, a round is pushed up high enough that when the slide is allowed to go back forward it pushes another round into the chamber. That's the entire reason slides lock back, to make it unnecessary to rack the slide after loading a new magazine. (Incidentally, the spring in the magazine pushing all the way up is what causes the slide lock to push into place. If you insert a fresh magazine and then try racking back the slide, it'll go straight back into battery. This works in game too.) E4C85D38 fucked around with this message at Feb 7, 2013 around 03:06 |
| # ? Feb 7, 2013 00:23 |
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Does anyone know if it's possible to drop flashlights? I keep ending up with like three or four of them at the bottom of my screen because they're always next to bullets.
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| # ? Feb 8, 2013 02:58 |
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Geight posted:Does anyone know if it's possible to drop flashlights? I keep ending up with like three or four of them at the bottom of my screen because they're always next to bullets. No, but if you have one in your hand (not in pocket) it won't pick up another one. e: Apparently the batteries will run eventually, so there is potentially a reason to pick up another, but we all know a game will never last that long. I think the batteries were modelled realistically too so you get a couple hours or something. Glimpse fucked around with this message at Feb 8, 2013 around 12:05 |
| # ? Feb 8, 2013 12:00 |
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Has anyone had any luck intentionally hitting a drone in a component that doesn't kill it outright? I've only seen a friend disable the taser on one by accident (and then proceed to run in circles dodging it for a minute, wasting all of his ammo before realizing that the drone was harmless).
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| # ? Feb 11, 2013 03:42 |
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This game is fantastic. I have had the most amazing emergent gameplay experiences with this than I have in a long time. Running through a room with 4 flying killdrones trying to get through a door in time, knowing they're right behind you and speeding up. Running into rooms with two turrets and taking them both out with your last two bullets. I really doubt it's possible to get all 11 tapes in one run though.
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| # ? Feb 11, 2013 04:32 |
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| # ? May 25, 2013 16:29 |
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Lavender Philtrum posted:This game is fantastic. I have had the most amazing emergent gameplay experiences with this than I have in a long time. Running through a room with 4 flying killdrones trying to get through a door in time, knowing they're right behind you and speeding up. It is possible, you just have to be really methodical, get pretty lucky with drops and drone amounts, and be unafraid to turn around a go to the other side of the map if a room looks too challenging.
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| # ? Feb 11, 2013 04:38 |



























