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Quarex posted:Also according to CLANG, they are already at $125,000. Looks like the "feeling like I am actually swinging a sword around" crowd is substantial after all. And Neal's got a good point when he says that we have tons of big-budget shooters with at least moderately realistic gun action, whereas basically all games with swordfighting come down to "press A, swing sword in ridiculous over-the-top animation in a general direction".
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# ¿ Jun 10, 2012 21:52 |
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# ¿ Apr 26, 2024 20:48 |
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octoroon posted:The thesis that 1:1 or "ultra realism" will make a game more fun is kind of dubious, though. Take Modern Warfare Part Deux Part Deux versus something like Tribes Ascend. You don't always need to add more realism to get more nuance or complexity, though occasionally it's a good starting point. I'm always kind of dubious when someone wants to "reboot" a genre or game play type by making it more of a simulator. Reality can be useful to draw on though if you want to add depth to gameplay, because it's never simple, and everything tends to have inherent strengths and weaknesses. That seems to be what he's going for here; making deeper, more nuanced swordfighting by mimicking reality to the extent that it is possible in a video game. Cicero fucked around with this message at 06:50 on Jun 11, 2012 |
# ¿ Jun 11, 2012 06:48 |
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The PA kickstarter is awesome and the goonrage directed towards is hilarious because it demonstrates how dense most goons are. It's not a 'true' kickstarter because they're not working towards a real project, this is just crowdfunding so that they're not beholden to ads (read: the same devs and publishers that they are supposed to mock). Using kickstarter is just a clever way of taking advantage of kickstarter's momentum and current hype train. They wouldn't get half as much money if they just asked for donations via a button on their site. It's just really funny how mad goons are about guys asking to run via donations from people instead of corporate money that could potentially affect their obejectivity*. Oh no, people donating to something I don't care about! How dare they!! * ok not real objectivity, but we all know that games journalism doesn't have the best rep for being objective when ad money is in the picture and I can see how PA would want to avoid that taint.
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# ¿ Jul 11, 2012 16:03 |
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Quest For Glory II posted:I don't think goons are getting as mad about it as people on twitter, and jealous cartoonists. quote:Here's a basic rundown of the money I'm going to need for this project
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# ¿ Jul 11, 2012 16:44 |
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Eh I can see why people believe it's against the Kickstarter's ToS/intent. I mean it's something that they're already doing, and content-wise almost nothing will change if the kickstarter succeeds.quote:I don't understand why people keep saying this. It's been posted and reposted, but just look at Kickstarter's guidelines:
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# ¿ Jul 11, 2012 17:43 |
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Ryaomon posted:A friend of mine just brought up a good point about this Penny Arcade debacle. Also Tycho often has good commentary on the gaming industry, dense language notwithstanding.
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# ¿ Jul 11, 2012 18:22 |
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LuiCypher posted:A lot of these guys (DFA, Wasteland 2, Shadowrun Returns, Dead State, etc.) have come out and said that they're going to take their time with development and NOT rush these games - a lot of these developers have despaired at the fact that publishers forced their games out before they were ready (Brutal Legend, Vampire: The Masquerade - Bloodlines/Every Single Troika Game Ever, KoToR 2). Ergo, they really want to take the time to polish these games and as such, are going to take at least 18 months.
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# ¿ Jul 17, 2012 18:53 |
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Castle Story and Knock-Knock both look fantastic. It doesn't look like the main kickstarter page for Castle Story says what kind of multiplayer it will have. Does anyone know if it's co-op/competitive/both?
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# ¿ Jul 28, 2012 18:25 |
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Shalinor posted:It's the first example I've seen of viable 2-player gaming on an iPhone. Rikimaru posted:I hope Project Giana gets funded. Barely over 50% with 9 days to go doesn't look too promising. edit: On second thought it may be that they were just early, simple levels. I dunno, there just wasn't anything about the gameplay that grabbed me, like, say, Castle Story. Cicero fucked around with this message at 07:38 on Aug 22, 2012 |
# ¿ Aug 22, 2012 07:32 |
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Infinitum posted:With all the big name devs making their dream games when is George Romero going to get off his rear end, kickstart Daikatana 2, and make me his bitch?!
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# ¿ Aug 26, 2012 15:40 |
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Guru Yaekob posted:A cool looking SNES era game my buddy is making.
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# ¿ Aug 29, 2012 20:25 |
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Shalinor posted:Strangely, they keep funding too. So apparently, somewhere out there is a (small, but consistent) fan base that is desperate for more cheaply made RPG Maker flurbs. man I want new FF6/CT/Lufia2/SMRPG/SoM games so baaaad
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# ¿ Sep 13, 2012 06:17 |
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Shalinor posted:The best Mana game in my mind is still the one that never saw US release. It was fantastic, and there's a perfect English ROM floating around. quote:... that said, there have been some awesome looking indie games in that vein lately. Secrets of Grindea, most notably. edit: Just watched the combat video on the greenlight page, the combat system in the game looks really well thought out. It sounds like the devs might be fighting game fans just based on the way they describe it. RIP walking around at half speed for 30 seconds before attacking Cicero fucked around with this message at 17:07 on Sep 13, 2012 |
# ¿ Sep 13, 2012 16:56 |
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Isn't Interstellar Marines that game that's been in development forever? fake edit: yeah it started in 2005, not sure how I would feel about backing a game that's been in progress for so long.
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# ¿ Oct 28, 2012 23:05 |
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Harlock posted:Ouya update, they have a PCB now.
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# ¿ Nov 5, 2012 08:24 |
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psy_wombats posted:Ah, yeah, not much in the way of gameplay footage yet. Hopefully when we have something decent it'll show up on the kickstarter, and there's also a tumblr/site where things should be updated more regularly. edit: props to your artists, they've really nailed Square's look, for both in-game and concept art. Cicero fucked around with this message at 08:31 on Nov 6, 2012 |
# ¿ Nov 6, 2012 08:09 |
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psy_wombats posted:Essentially. It's a custom engine drawing on a lot of bits and pieces I've made for other games. There are a lot of content management tools that are new though, things that should make it easier for actual designers to get their stuff into RPGs. If all goes well, I want to release at least some of them for other hobby/indie game makers once Rainfall's completed. I could probably sperg out about the technical side of it forever but I doubt it's all that interesting to anybody. On the kickstarter, your rewards seem kind of messed up. Jumping from $10 to $20 just adds being added to the credits, which is dumb, and then you get the soundtrack at $35. That means there's effectively a $25 increase to get the soundtrack; it should really be at $25 instead. I also think you should add a $20 tier that's just two copies of the game, I'd probably get that so I can give one copy to a friend.
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# ¿ Nov 7, 2012 20:18 |
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neongrey posted:I think they've set up rules against being able to do that. Of course, a 10-dollar extra-copy add-on seems fine to all appearances. quote:In addition to our guidelines, there are some things we don't allow on Kickstarter:
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# ¿ Nov 8, 2012 03:59 |
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BexGu posted:This is a little back, but Rainfall: The Sojourn does look pretty good but please, please put up a short video of combat/walking around/etc. It looks like you are going to reach your goal any way but I bet you would get a ton more backers if people could see how the game is animated/feels.
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# ¿ Nov 8, 2012 19:01 |
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The Cheshire Cat posted:It's funny, I thought the combat looked a lot better when he slowed the timescale to .5. The slower animation made everything look like there was more weight to it. Of course I've never actually been in a real sword fight so all I have to go by is movies and video games which are rarely anything close to accurate, so maybe the physics model their engine uses is actually what a real sword fight would look like! One thing I hope they can put in is visible damage on character/armour models. That fight against the big golem thing with the flail looked awesome and it seemed like it had real impact to it, but it still looked kind of odd that the guy's plate wasn't getting dented or pierced at all by these blows that were sending him tumbling to the ground.
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# ¿ Nov 9, 2012 22:19 |
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Orzo posted:Your reasoning makes sense, but then again if it looks better with one sword why didn't they just show that in the video? It probably looks just as awkward.
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# ¿ Nov 10, 2012 01:17 |
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LumberingTroll posted:I pledged (preordered) from their site over a year ago and they still don't have much to show besides their demos. I found it shocking that they did a kickstarter at all. quote:The planned release date is Early 2014. That may seem like quite a while, but I'm not interested in making unrealistic promises, and, to be realistic, LT is going to take a lot of work. But if my work so far represents only three months, can you imagine what another year-and-some will do, especially given that much of the engine heavy-lifting is finished? "Polish" is a lot harder than it sounds, otherwise we wouldn't have this perpetual issue of games coming out that have good core gameplay, but aren't polished enough.
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# ¿ Nov 28, 2012 00:49 |
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Jedit posted:You should stay in the US. Lead programmers there were getting $75k per annum three years ago.
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# ¿ Nov 29, 2012 19:49 |
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Jedit posted:Cite, please? I dragged up some more recent numbers that indicate differently:
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# ¿ Nov 29, 2012 21:22 |
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Yeah I'm fine with simplistic art, but their style just looks terrible. It's like they took the worst aspects of The Old Republic's art and magnified them.
Cicero fucked around with this message at 22:20 on Dec 1, 2012 |
# ¿ Dec 1, 2012 22:18 |
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Orzo posted:For me, stretch goals that dramatically alter gameplay are a big turn-off. Oh, you're going to introduce a new character class or new items? That just shows that your game has no planning, no vision. Imagine Blizzard running a kickstarter (ridiculousness of that aside, just pretend) and having a 4th race as a stretch goal. The only way that could ever happen is if it was tacked on haphazardly, and in this example's case, it might even ruin the rest of the game.
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# ¿ Dec 3, 2012 23:11 |
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ten dollar bitcoin posted:The Burning Legion was going to be a playable race in WC3 but Blizzard ended up cutting it.
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# ¿ Dec 4, 2012 01:22 |
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Blister posted:There is a huge difference between a new race in a single-player focused game or mmo like Diablo 3/Warcraft to Starcraft 2 which has gone to great lengths to balance a competitive online scene against 3 different races with different play styles and mechanics.
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# ¿ Dec 4, 2012 18:31 |
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psy_wombats posted:Karim's decided "close enough," I think there were a few paypal pledges that hadn't resolved or something like that, but either way, there are enough funds for the additional character art for the side arc. edit: Hope to see you on Greenlight once you have something that looks good in motion. Cicero fucked around with this message at 07:44 on Dec 6, 2012 |
# ¿ Dec 6, 2012 07:28 |
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Arnold of Soissons posted:This is in no way directed at you, personally, but if one isn't willing to cough up $100 out of his or her own pocket (and obviously even less for a multi-person team) then I have a hard time feeling justified kicking my money into the pot. That, as much as the terrible decisions for decades, is why I would never back Molyneux's latest vanity project.
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# ¿ Dec 12, 2012 20:01 |
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Shalinor posted:Even the simplest Kickstarted game would require a computer, which probably cost you more than $100. Also, the $100 isn't per game - that is a flat fee to unlock the ability to list Greenlight projects. It's akin to the Xbox Indie $99 yearly fee.
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# ¿ Dec 12, 2012 20:34 |
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It seems like a lot of 2D pixel art games like Radio the Universe and Rainfall: The Sojourn have screenshots in 4:3. That's all well and good for evoking nostalgia on a kickstarter page, but I really hope they use 16:9 for the actual game. I like 16-bit sprite art as a stylistic choice, but there's no need to copy the aspect ratio as well.
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# ¿ Jan 3, 2013 00:15 |
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ReV VAdAUL posted:You have to wonder why they felt that necessary given being a spiritual successor was enough to make Project Eternity a huge success. Oh well, it is good news regardless.
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# ¿ Jan 7, 2013 08:16 |
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Dr. Video Games 0141 posted:New game from Gas Powered Games, "Wildman": quote:Now imagine that between these War Zone battles you can go on role-playing adventures. You can explore fantastical environments. You can discover ancient dungeons full of mystery and treasure. You can earn new skills. You can discover and equip new weapons and armor. You can collect materials. You can craft new items. You can fight relentless onslaughts of men and monsters.
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# ¿ Jan 14, 2013 22:10 |
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What is it with Sonic-style games and having such a tiny field of view? You can't possibly react to what's coming on the fly with so little room to look ahead.
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# ¿ Jan 16, 2013 03:49 |
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Runman and Super Meat Boy both had fast, precise platforming where the camera was sufficiently zoomed out.
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# ¿ Jan 16, 2013 04:01 |
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Shalinor posted:I'd kind of assumed the video was zoomed in. Is that the actual resolution/view size the game is using?
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# ¿ Jan 16, 2013 05:01 |
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quote:It's actually been a fairly positive experience, because I run a very open company and everyone knows what's going on.
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# ¿ Jan 19, 2013 00:52 |
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Orzo posted:It looks really cool, congrats on your release. But isn't $20 a bit steep for an indie?
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# ¿ Feb 1, 2013 22:22 |
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# ¿ Apr 26, 2024 20:48 |
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the black husserl posted:Very true. I firmly believe that if Chris Taylor had pitched a straight up RTS (basically planetary annihilation) he would have easily made 2 million. There is more demand for these 'dead' genres than developers realize. Mordaedil posted:It's not that RTS's are a dying genre, it's that they suffer the same fault that FPS' and MMO's suffer from; lack of good innovation. These people make their grognard games for their grognard friends and fail to understand that as long as they keep it too complex, too niche, too difficult, they aren't going to get people interested. I might very well buy a good introductory RTS, because I suck at them, but currently they only make RTS' for people who play RTS. the black husserl posted:I don't think grognards are the problem with modern RTS, I think it's cyberatheletse or whatever. The second I start thinking about acronyms like "apm" I forget why the hell games are supposed to be fun. Internet Meme posted:I just read the wikipedia article, but the shredder, the war hound, and the replicant were all removed due to 'balance concerns'. Several, then.
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# ¿ Feb 9, 2013 21:23 |