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Signs of Life is a 2D sci-fi survival action/adventure sandbox game, with a combination of procedurally generated and meaningful hand crafted content. Steam, Website, Twitter, Facebook, Youtube Here is our most recent trailer: https://www.youtube.com/watch?v=Vw4-8hv8DUY Here are some sweet screenshots: And here are too many animated Gifs: We launched on Steam's Early Access, and we'd be more than happy to answer any questions you folks have. Lucid Dream fucked around with this message at 01:26 on Aug 4, 2017 |
# ¿ Jan 27, 2014 18:37 |
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# ¿ Apr 27, 2024 14:19 |
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voltron lion force posted:Ok, here's the question I think everyone I gonna be asking right off the bat: what do you feel this has to offer over Starbound in terms of gameplay features? Fair question given the similarities, in my opinion it comes down to breadth versus depth. Instead of going for the whole infinite procedural universe thing, we're focusing on a smaller but more fleshed out scope. Also, our bone-based animation system gives us way more freedom when it comes to making cool/wacky weapons/gadgets/whatever, and the resulting melee combat is orders of magnitude more fun IMO.
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# ¿ Jan 27, 2014 19:03 |
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xutech posted:Well, I dropped $5 on it and it reminds me of that game where you try to complete a stunt course with a segway as parts of your body fall off. xutech posted:Seriously, make an effort. And get someone other than your immediate friends to test this game before you even put it on steam, because you seem to think its a lot easier to play and learn than it really is.
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# ¿ Jan 28, 2014 20:22 |
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Aryoc posted:I've played a couple of hours and it's a pretty entertaining game thus far. I love the way you've made the character move, it feels really smooth. But the thing that keeps getting more irritating is the inventory, the fact that items can be freely positioned combined with the fact that icons are tiny makes it impossible to see what you have at a glance, and I keep finding things in my inventory I didn't even know I had. Aryoc posted:Also because I haven't figured out a way to actually see an item's name thats on the ground, when I hoover something up into my inventory it's lost in there because I don't know which 10 pixel item the new item is and which ones are the old ones. Tooltips appearing when you hover over an item would be great, having to click each gray rock to see what kind of gray rock it is is getting old. Aryoc posted:I like the idea of the inventory pouches, but you really need to either make everything much bigger, or add some kind of larger indicator around the items. Not allowing items to overlap could help a lot as well, I've noticed that what I've thought to have been one item has actually been 2 or 3 overlapping. I'd even consider going with a traditional grid-based inventory, it does have it's advantages. Aryoc posted:Another gripe is that text is way too small to read, but I guess you're working on that as I noticed the large font setting does change some of the text. Though the larger font is not actually much more readable, as the font only leaves one pixel of space between letters and is blocky, which makes all the words look like just blocks of color instead of text. Aryoc posted:I've noticed that there are some jagged rocks that aren't blocks that I can mine with a pickaxe, but then there are fairly identical ones that are actually just part of the background and thus not interactable at all. Also it's a bit confusing which small trees are real trees and which ones are actually background plants. Aryoc posted:For the most part I do really like the game, even though I'm just complaining here. I think it's got a lot of potential.
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# ¿ Jan 29, 2014 06:31 |
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Heran Bago posted:Is there controller support or do you plan to implement controller support in the future? The inventory system really wouldn't work very well with a controller, which is why we never really went down that path, but after hearing about the valve controller its definitely an option with something like that, so we'll just have to see when it becomes available. Armitage_Shanks posted:Where is the version on Steam at the moment? Not worried about bugs but whats in place feature wise especially related to goals/progression? Would you say it is more engine demo or game right now? Seems like the story content takes people between 5 and 14 hours to get through, depending on how much exploring/hunting/etc you do. Personally I would compare it to a vertical slice more than an engine demo right now, it has a significant, polished chunk of most of the elements that we want to have in the finished game. Babyface Mingo posted:Had about a good 6 hours of game time played before I kind of got stumped and not quite sure where to go, I've killed the giant robot chicken, got my card up to level 2, turned off the robot, powered the big station and watched the video of the guy blowing his brains out - now I'm kind of assuming I have to make the big antenna, but no real idea how to make steel (probably ignoring something really simple, ) and the batteries are a huge pain in the rear end to make. Dareon posted:Well, I bought this on the strength of the GIFs and teaser video alone, but it crashes on startup for me. Probably my video card, just one more thing on the list of "Why I need a new video card".
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# ¿ Jan 29, 2014 20:26 |
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Dareon posted:An Nvidia GeForce 6150SE, it's pretty terrible. Most games that require a modern shader implementation run slowly and/or have display issues, when they don't fail outright. Dang, its possible that the graphics card won't support it, but we're putting some better error logging in soon, so once we get that in we might be able to figure out exactly whats going wrong. Babyface Mingo posted:Do you plan to regularly update with new content? As in, can we expect shorter time between patches or long time? Not that it really matters, just interested in the games development.
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# ¿ Jan 30, 2014 02:56 |
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Working on making the torch a thing you can equip so you can use them without having to open the inventory:
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# ¿ Jan 30, 2014 07:41 |
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Dapper Man posted:It was added in last night. You can find torches in the 4th slot on your toolbar. Yeah, its not quite finished (it still has a couple issues, and you can't stick torches to blocks on the floor/walls yet with the right click while its equipped), but we figured it was too useful as-is to hold off on at this point, considering how often we got the complaint that it was annoying as hell to have to open your pack to place torches while exploring.
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# ¿ Jan 31, 2014 06:37 |
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Working on bricks: Edit: Update notes: Version 0.18 - Capped the width/power of the laser pistol - You can now swing melee weapons through platforms - Project window amount font switched to the small font - Throwable objects rotate while thrown now - More craftable tiles (Mud Brick, Brick, some additional steel/wood/stone/brick tiles) - Changed brick crafting, bricks are now a material - Added a better crash logger - Fixed a crash Lucid Dream fucked around with this message at 07:10 on Feb 1, 2014 |
# ¿ Feb 1, 2014 06:08 |
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Schwack posted:Where the heck is the level two keycard dealy? I've enjoyed most of my time playing this game, but the 'story' could really use some tuning up. I spent most of my time mining with the wrist laser because I didn't even think to climb around the bases with dirt and break in until much later. Yeah, the static content needs work, we're heavily redesigning the pioneer station and stuff to be a lot less confusing and arbitrary but it'll take us a bit before all the pieces are in place.
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# ¿ Feb 2, 2014 07:17 |
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Schwack posted:Im beginning to wonder if my first world isn't a little wonky. I restarted, to see if I missed something, and noticed that this time there were several bombs and other useful things in the mining base that definitely weren't there on my first play through. Its possible, I've had some occasional reports of items disappearing for people but its a strange bug because I've never personally experienced it, so its being super tough to debug. I know if the game crashes during world generation for some reason (happened occasionally during development) you'll get some messed up things like fruits floating in the air where bushes should be and such.
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# ¿ Feb 2, 2014 07:24 |
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Infinite Monkeys posted:Where do I get chicken food and how do I pick up chickens or otherwise get them to where I want to farm them? 5 feathers per arrow is loads There is a bag of chicken feed in the pioneer station somewhere but it isn't really useful at all yet, you can't really farm chickens or anything yet. The arrow recipe makes 5 at a time, so it's only one feather per arrow and you can pick them back up after they are shot.
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# ¿ Feb 4, 2014 00:18 |
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Working on the assault rifle:
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# ¿ Feb 5, 2014 07:27 |
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Esposito posted:Are you planning on hiring the cast of Archer to provide some voices? The gifs remind me of the show in a very good way. Haha, I wish. Babyface Mingo posted:Loving the usage of gifs to show us what you're working on.
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# ¿ Feb 5, 2014 07:39 |
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Looks like we got the dodge roll working pretty well, check it out:
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# ¿ Feb 8, 2014 23:45 |
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We're working on a sweet minimap function where you scan the area around you in order to build up a map from scratch. Here is what it looks like with the highest tier amethyst installed:
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# ¿ Feb 18, 2014 00:08 |
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glug posted:What would be fantastic is if you could click a button on that bag, and have it automatically grab all carried items that would normally auto-load to this bag and sort them out in there. It is horrible trying to navigate a massive bag of overlapping items to figure out wtf you have, glug posted:and there's no log or anything of what you're picking up as you area-loot around you. I needed grey rocks for example, and I'd knock out some rocks, scoop them up, and try and sort anything that looked rock-like in my bag so I could see what had a quantity that went up, and go "ok.. so this is limestone.." and go digging somewhere else. It's really confusing.
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# ¿ Mar 10, 2014 20:42 |
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Check out this wicked cool 3d printer we're working on:
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# ¿ Apr 17, 2014 23:09 |
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I think the material printer is pretty much finished, we added some sweet sound effects and it really kinda completes the package =D https://www.youtube.com/watch?v=zS--AreauE0
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# ¿ Apr 18, 2014 22:36 |
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We did a poll last week on our site for which item to add next and the winner was the rocket launcher. Its pretty much finished, so check it out: https://www.youtube.com/watch?v=u5fSwql-mMI
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# ¿ Apr 23, 2014 16:22 |
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Frank Serpico posted:Although I've told myself no more Early Access Indie games, and knowing it will go on sale sometime, this looks like way too much fun and I'm pretty certain that it'll be 10 bucks well spent. SOLD! Hah awesome! I hope you enjoy what we have so far =)
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# ¿ Apr 23, 2014 17:32 |
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Loopoo posted:How often do you churn out updates? Is it a regular occurrence or more of a "when it's ready" sort of deal? Every couple weeks I'd say, but it kinda depends on what we're working on and when we can find a nice stopping point. We've got a lot of stuff in various stages of completion so they just sorta go into the game when we finish all the bits.
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# ¿ Apr 23, 2014 19:02 |
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Loopoo posted:When are you hoping to have this game released and finished? Within a year ideally, but no specific schedule.
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# ¿ Apr 23, 2014 19:12 |
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Dareon posted:
Hmm yeah, the mech chicken definitely needs some work, especially around those prefabs. We also have a more involved second-stage fight planned in a little boss room, but that is still a ways out. You make steel with anthracite and iron ore, anthracite is found pretty deep, it looks like darker coal nuggets sorta. Also, here is a sweet gif of the TNT we're working on. There are single sticks for throwing, and then you'll be able to craft bundles that can be stuck to stuff. edit: Update, now lasers light TNT bundles too Lucid Dream fucked around with this message at 12:24 on May 15, 2014 |
# ¿ May 15, 2014 10:46 |
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Infinite Monkeys posted:Those explosions look pretty small, you're standing about 10 feet away. Looks good though! Yeah, not exactly a realistic explosion range, but we need to leave room for bigger, higher tier explosions down the line =D
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# ¿ May 18, 2014 23:50 |
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Sneak peek at the work we did on the crafting window for the upcoming update, its a lot easier to navigate now!
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# ¿ May 20, 2014 05:07 |
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I just pushed an update to Steam, here are the update notes on our site.
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# ¿ May 20, 2014 09:33 |
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Spent the last couple days working on elevators, yay! The visuals are still a work in progress, but functionally it all seems to work pretty well.
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# ¿ Jun 4, 2014 04:24 |
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We updated Signs of Life to version 0.39 today, here are the patch notes. Nothing earth shattering in there, but the saltpeter deposits on new worlds should make crafting bullets easier and now you can eat food this way:
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# ¿ Jun 4, 2014 21:41 |
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Frank Serpico posted:This thread needs a bump because this game is pretty drat fun. Keep up the good work, Lucid!! ScienceAndMusic posted:Yeah this game rules. Not enough people know about it. Thanks, I'm glad you folks are enjoying what we have so far =D I pushed a small update today, nothing particularly interesting but it fixed a few nasty bugs introduced in the last update. Version 0.39.2 - Torches can now be equipped in the quick slot - You can no longer place blocks over torches - Fixed an issue with the timing on repeated hits with a pick that was resulting in a faster than intended overall mining speed - You can no longer place platforms in the background - Fixed a bug that caused the big chicken to heal during the fight - Hopefully fixed the floating grass issues around bases during worldgen - Fixed an issue that could cause the pod to become stuck during the intro - Fixed some minor sound issues during the pod landing section - Added recipe obtained text similar to the item pickup text - Fixed some bugs related to switching characters - Added light mob hostility setting to sandbox menu, allows you to generate worlds that spawn fewer mobs - Work on an issue that results in a stuck screen with a warning about the resolution changing for some players
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# ¿ Jun 13, 2014 03:48 |
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I worked on potions tonight, check it out: https://www.youtube.com/watch?v=ipPfURyzyFs
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# ¿ Jun 26, 2014 07:43 |
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Here is a sneak peak of this gross thing:
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# ¿ Jun 27, 2014 06:29 |
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ScienceAndMusic posted:I just want to say, I know it sometimes is quiet in this thread, but your updates are always super awesome to me. I cannot wait for this game! Awesome, glad you're digging it =D
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# ¿ Jun 27, 2014 08:08 |
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Bernardo Orel posted:How big is that thing in relation to player?
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# ¿ Jun 28, 2014 08:13 |
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Just added a GPS thing that sets a beacon on your map when it is dropped in the world so you can carry it around and then find your corpse when you die. The item itself is a placeholder and I probably need to use a color with more of a contrast from the terrain purple but its totally functional. and here is a gif of me dancing in patchwork armor: Lucid Dream fucked around with this message at 07:49 on Jul 6, 2014 |
# ¿ Jul 6, 2014 07:47 |
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We've been looking for more things to make for the device/accessory slots, so we added this biometric scanner last night (mob health display) it'll be in the next update.
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# ¿ Jul 8, 2014 03:14 |
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I am Toni Lippi posted:This looks like it's made from the same people who did Happy Wheels. Both use rigged 2d characters with relatively realistic proportions, but that's about the only connection.
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# ¿ Jul 8, 2014 03:22 |
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Spent some time working on this science fiction leaf blower, because why not
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# ¿ Jul 8, 2014 12:52 |
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Michaellaneous posted:But it seriously looks like something out of a JJ Abrams Apple Store. The future is shiny and plastic, that is simply a fact.
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# ¿ Jul 8, 2014 13:03 |
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# ¿ Apr 27, 2024 14:19 |
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Michaellaneous posted:And it is filled with lens fares. Too late, already implemented.
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# ¿ Jul 8, 2014 13:14 |