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So I stumbled into this thread a while ago and check it again every now and then because it looks so nostalgic and rad. I don't have a PC capable of running *any* games, really, so I didn't expect to ever get to play it and was just soaking up the nostalgia from the screenshots. Now I see apparently it's being published through ID@Xbox on the One? Couldn't possibly be more thrilled. Can't wait to pick this up. Looks awesome!
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# ? Mar 25, 2014 02:23 |
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# ? Apr 23, 2024 13:30 |
Funkmaster General posted:So I stumbled into this thread a while ago and check it again every now and then because it looks so nostalgic and rad. I don't have a PC capable of running *any* games, really, so I didn't expect to ever get to play it and was just soaking up the nostalgia from the screenshots. Now I see apparently it's being published through ID@Xbox on the One? Couldn't possibly be more thrilled. Can't wait to pick this up. Looks awesome! The best part is that you'll be able to play with all of us since the game's going to be cross-platform.
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# ? Mar 25, 2014 02:35 |
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Cross-platform but I should mention before anyone gets worried that you'll be able to restrict a game you host to your own platform if you wish if you're worried about KB+M players going up against people with controllers. Segmentation Fault posted:I'm the forearm sticking out through the shirt. For the next build I'm hoping to get in new player models + new animations and animation fixes, up to 4 new weapons, switches, the scissor lift special element and ramps/stairs/angled walls. That's a lot and the next build might be as soon as Thursday so we'll see which things don't make it. Edit: Because of the animation blending issue, some of the weapons had to have their third person models reduced in size to fit into the players' hands because the hosed-up blending made their hands closer together than they should have been. They make somewhat more of an impression now: The concrete saw should be big and intimidating because it can ruin your poo poo in about half a second. The freezethrower still sucks (it should be freezing players but that functionality needs some fixes) but it didn't help that it was tiny and toy-like. oh that's what the B stands for diamond dog fucked around with this message at 03:36 on Mar 25, 2014 |
# ? Mar 25, 2014 02:48 |
The Radix posted:For the next build I'm hoping to get in new player models + new animations and animation fixes, up to 4 new weapons, switches, the scissor lift special element and ramps/stairs/angled walls. That's a lot and the next build might be as soon as Thursday so we'll see which things don't make it. I'm getting my video card back from RMA this Thursday too. Hopefully that'll all be in the next public release on Thursday, just so that day gets to be extra awesome. I hope we get the Too Rockin' set, the bits of it that you teased look awesome. Holy poo poo. I thought it was supposed to be the size of the gauntlet from Quake 3 Arena, not a giant honkin saw. Also, do you have plans to add the player's arms/hands into the viewmodels for weapons? I'd like to see my player avatar's arms holding weapons, and when I'm using my fists (why does blockoman have human-looking fists for his viewmodel?). Unreal Tournament 3 does this, I'm not sure how difficult it'd be to pull off in Unity but I imagine it's easy enough.
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# ? Mar 25, 2014 04:28 |
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This stupid video finally uploaded! https://www.youtube.com/watch?v=GOFdDJZBnKc Segmentation Fault posted:
Honestly I probably won't get everything on that list done in time if the build happens on Thursday so Too Rockin' stuff will be at least another week. Regarding hands, we'll see since the plan keeps changing on that. It's got more to do with the complexity of setting up different arm assets for each player model (they need to be higher-detail than your player model's actual arms since it's so much nearer to the camera) and either making unique animations for each gun or setting up some kind of grip locators and doing it with IK, or something. So for 40+ guns it'd be somewhere in the range of a moderate amount to a shitload of work. In the meantime the fists you use for your punch attack were meant to be beefier and hairier and have tattoos and scars and poo poo, the joke being that they wouldn't change even though you're using a female character/whatever. I think the gag got lost in translation somewhere along the way to the artist. It's still an open question, anyway.
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# ? Mar 25, 2014 05:02 |
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This is an awesome game. I got to meet up with Ben at GDC, your roadmap is amazing. I've been working on a single player map, is there a way I can move it from my desktop to my laptop (I'm on a Mac in both cases). I looked for more obvious stuff, like the Package Contents, but I can't seem to find my map anywhere.
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# ? Mar 27, 2014 05:27 |
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Hey, thanks! And thanks for getting my attention here, I wouldn't have checked the forums on the site again today. I answered your question there anyway just so the answers would be there for other people. In earlier versions you could maybe do this by shuffling around local cached copies (your maps are in User/Libraries/Caches/Blowfish Studios/Gunscape/Levels btw) but it's currently not possible as far as I know. We'll turn user account registration on soon and then you'll be able to jump between devices easily.
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# ? Mar 27, 2014 06:47 |
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I finally got around to backing this, even though it looks like the kickstarter will fail. Have you guys considered early access? I'd definitely pick this up there.
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# ? Mar 27, 2014 07:17 |
Cicero posted:I finally got around to backing this, even though it looks like the kickstarter will fail. Have you guys considered early access? I'd definitely pick this up there. They're working on getting Greenlight status, so Early Access would be a good idea too. However Gunscape's business model is somewhat different from most games: playing in user-made levels is free, but you have to pay for content packs. Free themes are rotated weekly a la League of Legends.
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# ? Mar 27, 2014 07:50 |
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We'll also be offering the ability to simply "buy the game" and get everything forever. Early Access could be on this basis; a discount on the everything offer plus, well, early access. I think this is how the Xbox version might work, with no in-game purchases at all. Not sure yet though.
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# ? Mar 27, 2014 07:59 |
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How long till Devolver Digital is publishing
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# ? Mar 27, 2014 08:02 |
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The Radix posted:Hey, thanks! And thanks for getting my attention here, I wouldn't have checked the forums on the site again today. I answered your question there anyway just so the answers would be there for other people. Ah thanks for getting back to me in both forums. I'll just continue my single player map on the desktop. I'll be publishing it shortly, but it won't make much sense until I can lock doors and require a switch to open/unlock them. Also, I'm trying to do the thing where you can see into the area you want to get to, but it's closed off. I'm using the bathy themed platform, but I just realized you can kind of jump on it and fit through. Any plans to making a solid block that you an see through to the other side? Or making the pillars like the ones for Tremor block the player?
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# ? Mar 27, 2014 22:33 |
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^Yeah we need a couple more obstacle blocks that don't occlude your vision much. And non-magic windows. It's something I've been meaning to work on. https://www.youtube.com/watch?v=4r4ZqtObrGg The final Kickstarter update has gone up. I didn't read it but the gist is probably that you can still support the game/grab some early supporter features at https://playgunscape.com/purchase Since we're not beholden to anything we said in the KS now we're not gonna go closed alpha/beta at all now. Updates will probably slow down (I need a chance to actually finish all the poo poo went in 80% done over the last month) but the game will remain open for anybody to play, with complete access to all the themes currently in the game. Thanks again to everyone that has supported the game so far by pledging or making sweet maps! Nothing is really changing so let's just pretend it succeeded instead of being totally ignored by everyone!
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# ? Mar 28, 2014 23:12 |
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Well $90USD is now yours. I'll have to think of a good skin/face to submit when the time comes. It'd be great if we were just sent like the the UV map and preview model or something and allowed to make the texture directly as it were. Though that's probably not the most ideal method for both parties.
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# ? Mar 29, 2014 05:17 |
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I dropped 90 bucks on this game too because it is pretty much the best game.
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# ? Mar 31, 2014 18:44 |
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You guys rock, thanks for the continued support! I don't know exactly how we're going to do the MySkin thing, ideally I'd be able to whip up a tiny previewer app so people can make their own if they want to. Otherwise you can just tell us what you want and the artists will do something cool for you. I'll ask the art lead in a minute exactly what we're planning but Destra, either way I'll totally hook you up so you can make your own skin. Same for any other goons that take that level and wanna make their own. Edit: yep, confirmed that this is cool. I'll do a tool at some point so people can export base textures for the player model of their choice (and probably optionally the model file if you want to paint it), edit, import and preview with all the animations. diamond dog fucked around with this message at 01:40 on Apr 1, 2014 |
# ? Apr 1, 2014 00:46 |
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So, what are the plans for 'default' skins, before buying fancy ones or custom ones? One male and one female per theme would be lovely, but probably a lot of work...
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# ? Apr 1, 2014 06:50 |
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Every theme should have at least two player models, usually a male and female. Depends on the theme though: the Final Fortress pack contains five (this is in lieu of a unique set of bad guys: instead the enemies will be the robotic Laddy Inc. Green Team), so it's possible some will have fewer. None do yet though. Individual player models can have alternate textures but for now those'll only be used for the MySkin rewards. We'll do something else with it eventually, maybe for special events. Here's Space Mariney Football Dude's counterpart, I keep forgetting to put her in: ...Looking at this now I think I might request a couple tweaks to her texture. I'd grab a screenshot with a more interesting pose but my dev machine's tied up atm.
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# ? Apr 1, 2014 07:33 |
I can't wait for pink Ms. Blocko with comedy block boobs. You also need to put in the male Stein counterpart.
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# ? Apr 1, 2014 08:28 |
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Oh yeah. I forgot the Stein guy wasn't in the build yet because I've been testing stuff using him for over a week. Ms. Block-Man is definitely planned! I think there might end up being a couple more goofy variants in different colours like Bomberman family.
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# ? Apr 1, 2014 09:30 |
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The Radix posted:Every theme should have at least two player models, usually a male and female. Depends on the theme though: the Final Fortress pack contains five (this is in lieu of a unique set of bad guys: instead the enemies will be the robotic Laddy Inc. Green Team), so it's possible some will have fewer. None do yet though. Makes sense that some themes would break ranks! And thanks for addressing that. Too many pay-for-appearance things lately have decided that females should have to pay more than males.
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# ? Apr 1, 2014 14:37 |
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Segmentation Fault posted:I can't wait for pink Ms. Blocko with comedy block boobs. Gunscape Nexus confirmed.
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# ? Apr 1, 2014 15:22 |
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I was down for the $25 package on the kickstarter, but that seems to be only $10 now on the website. Bargain!
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# ? Apr 1, 2014 22:20 |
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A long list of things that aren't done yet: https://playgunscape.com/forum/viewtopic.php?f=2&t=74 There should be an update today, but true to my word I didn't get a chance to finish most of the poo poo I was planning to work on last week! The pace should pick up again soon and we'll try to go back to weekly builds from now.
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# ? Apr 3, 2014 02:39 |
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Bought a Gold Copy from you guys since the Kickstarter didn't go thru (condolences on that) but hopefully this helps out.
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# ? Apr 3, 2014 13:54 |
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Man, that singleplayer campaign level. Hnnnngh. I can't really check the game out right now (stuck with a laptop and no mouse for the next few days), but I'll definitely be doing so when I get back to my main computer and if it's anywhere near as good as it looks you'll definitely be getting some money from me. Good luck with the project! And thanks for supporting non-Windows platforms from the get-go!
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# ? Apr 9, 2014 02:15 |
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Thanks guys! TooMuchAbstraction please have low expectations it's not even an alpha yet whatever that means. Tomorrow's build should feature switches so you can start toggling your teleporters and doors (and anything else I have time to add/hook up properly) and lots of miscellaneous fixes, including the freezethrower finally slowing your targets although it'll probably feel crappy still since there's no "you're slowed because you're frozen!" effects or feedback yet. Maybe the Tremor lady avatar too. Final Fortress weapons have gone back to the artists for changes but they'll hopefully go in next week. Angled walls I think should be put off until the new creative tools (repaint, copy/paste/flip volumes and extrusion) go in because it's a real pain not having them. I hope nobody minds waiting! Besides ramps the Too Rockin' theme should be ready to go in soon but the dinosaur AI is gonna be a whole big thing that'll probably take a few days so I'm not sure how to prioritise it. Basically I'm working through this big upcoming feature list and if anyone sees anything there that they're excited about and would like me to work on sooner rather than later I'm convinceable! Things on my plate right now are (not in any sort of order):
edit: (From an upcoming multiplayer mode.) diamond dog fucked around with this message at 02:53 on Apr 9, 2014 |
# ? Apr 9, 2014 02:49 |
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Hey, no worries, I know what alphas are like. I'm just glad to see someone operating in this space. Best of luck to you and your team!
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# ? Apr 9, 2014 03:09 |
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The Radix posted:[*]Stein special elements (pushwall-style sliding block) Yessssss
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# ? Apr 9, 2014 20:17 |
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We've got plenty of guns already. When are you planning on adding capes?
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# ? Apr 9, 2014 20:17 |
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What this game needs is hats and a hat store!
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# ? Apr 9, 2014 21:17 |
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Clearly what it needs is a Super Noah's Ark 3D theme
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# ? Apr 9, 2014 22:12 |
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Actually, how does the engine play with 1st person sprite weapons and sprite characters (ala Doom era)?
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# ? Apr 9, 2014 22:13 |
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Sprite enemies we're not doing because they're a LOT of work, and I can't remember why were not doing it for any guns. Consistency probably. But they were both originally intended so should work fine with just a little effort. It'd be cool to support both by the time we let people mod in stuff.circ dick soleil posted:We've got plenty of guns already. When are you planning on adding capes? Please refer to my google alerts folder for all your guns + capes related needs.
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# ? Apr 9, 2014 22:39 |
Can you add a player option so that you can choose whether guns are right/center/left aligned?
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# ? Apr 9, 2014 22:47 |
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Finally got around to downloading the demo and giving it a shot. I played the "The Climb, Single Player" level, and had a blast...up until the end. Grabbed the BFG at the top of the spire, jumped...and the game hung. No error messages, nothing. I was playing the OSX version, .2.5262m. Is there a particular time when there's likely to be people online to try out multiplayer?
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# ? Apr 13, 2014 04:09 |
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Segmentation Fault posted:Can you add a player option so that you can choose whether guns are right/center/left aligned? TooMuchAbstraction posted:Finally got around to downloading the demo and giving it a shot. I played the "The Climb, Single Player" level, and had a blast...up until the end. Grabbed the BFG at the top of the spire, jumped...and the game hung. No error messages, nothing. I was playing the OSX version, .2.5262m. During the Kickstarter you had a 50/50 chance of there being a game running whenever you jumped in but it's slowed down a bit. People seem to be making levels at a decent pace but at least during the times I'm on MP games seem much rarer. You might have to get a friend to play or rope in some goons or something. I was considering setting up an irc room for finding opponents but idk there must be a better way. Edit: wow, that The Climb level rules. diamond dog fucked around with this message at 03:11 on Apr 14, 2014 |
# ? Apr 14, 2014 02:32 |
You guys gotta update this thread when you release new builds.Version 0.2.5317 notes posted:Improvements to the trigger system
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# ? Apr 26, 2014 21:23 |
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Yeah, you're right. I have this strong impulse to attach gifs to any update news though and got sidetracked while trying to figure out how to show off the weapons. Speaking of which, does anyone know of a good vine-style service for sharing micro-videos? That'd be perfect for demonstrating guns (because audio is such an important element) but I can do without the wannabe social network or restrictive iphone poo poo. We're embracing the "dimensional overlap" thing with skyboxes--intentionally this time! This'll be cool in conjunction with skybox trigger blocks that'll let you change them mid-level.
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# ? Apr 30, 2014 02:51 |
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# ? Apr 23, 2024 13:30 |
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This looks really cool, don't have much else to say, but uh yeah, really cool
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# ? May 5, 2014 13:28 |