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KickStarter HellSign (formerly Hellhunter) - procedurally generated ghost hunting ARPG

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Kickstarter: https://www.kickstarter.com/projects/686144604/hellhunter
Steam Greenlight: https://steamcommunity.com/sharedfiles/filedetails/?id=787863514


https://www.ballisticinteractive.com







Coming to Kickstarter at the end of October.

http://hellhuntergame.com/
http://www.ballisticinteractive.com/press/sheet.php?p=hellhunter

Description
Hellhunter is a supernatural investigative hunting RPG, where you assume the role of a freelance hunter building his career towards uncovering the ultimate terror.

History
However in each chosen job, the level is procedurally generated, and the true identity of the supernatural creature is not revealed. It is up to you to explore and investigate it, which ultimately effects the fight at the end of every job, creating an intense and unique experience for every hunt. Death lurks in every corner, do you have what it takes to become a hellhunter?

Features
  • Hellhunter is a hardcore single player hunting game centralized around investigating and hunting supernatural enemies.
  • Dark & unique art direction, using light & shadows to create a mysterious haunting atmosphere, with carefully tailored animation bringing the game to life.
  • Procedural level generation, mixed with dynamic clue and enemy generation makes for a massively replayable experience. Clues are logically scattered around the level which the player has to find and decipher.
  • Character progression & customization, with countless hightech gadgets, weapons and consumables.
  • Contrasting gameplay, starts with careful investigation involving stealth, but progresses to fast paced intense combat by the end of a job.



 
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Hyperion

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Procedurally generated is something I used to love, but have come to abhor unless there's a distinct carrot on a stick for me to chase. It shouldn't be tacked on as some contrived, forced, bullshit "replayability" scam.

That being said, those gifs actually look...pretty damn good. Like a prettier Eitr with guns 'n' ghosts.

Shooting ghosts with guns looks absolutely stupid.
Yet somehow still more logical and cooler than fat girls with lasers shooting ghosts.
 
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hoverdog

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the graphics look rather amazing, the concept is... eh. I don't know. Procedural generation is all kinds of passe now.
 
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What is with all the games using 'procedurally generated' as though it's a good thing? Do they think I'm so poor that I can't afford to buy another, handcrafted, game by the time I've finished the last one? Plus the very premise demands some sort of central mystery or challenge that joins the jobs together, and if you've got that then it isn't 'infinitely replayable', just really badly designed.
 
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Siveon

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Shadorwun: Hong Kong
What, no proton packs? Then what's the point, you're just acting like one of those lame reality tv shows guys.

The popamole Ghostbusters: The Video Game is probably better than this.
 

thesheeep

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Procedural generation is all kinds of passe now.
procedurally generated, urrrrrgh
What is with all the games using 'procedurally generated' as though it's a good thing?
procedurally generated
Oh well, This game is probably doomed anyway.
Whatever you guys smoke, please don't come close to me with that stuff.

Imagine games like FTL, Minecraft, ADOM (and the other 1000 roguelikes), Diablo, Necropolis, NuXCOM 2 (I think NuXCOM 1 didn't have it), Starbound/Terraria, Spelunky, Civ & likes, ...
without procedural generation.

I mean, yeah, pushing this too much as a feature by now does raise suspicions, but I don't see this being the case here.
Procedural generation is a tool just like permadeath or co-op focus is, there's a place for all of that.
Done bad, it's shit, done well, it's good.

You guys' reactions just show that you have inhaled far too many edges and now the razors come pouring from all the wrong holes.
I request an image of a troll not riding one razor, but surfing on a whole tsunami of them.
 

Hyperion

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Messages
2,120
Whatever you guys smoke, please don't come close to me with that stuff.

Imagine games like FTL, Minecraft, ADOM (and the other 1000 roguelikes), Diablo, Necropolis, NuXCOM 2 (I think NuXCOM 1 didn't have it), Starbound/Terraria, Spelunky, Civ & likes, ...
without procedural generation.

I mean, yeah, pushing this too much as a feature by now does raise suspicions, but I don't see this being the case here.
Procedural generation is a tool just like permadeath or co-op focus is, there's a place for all of that.

You guys' reactions just show that you have inhaled far too many edges and now the razors come pouring from all the wrong holes.
I request an image of a troll not riding one razor, but surfing on a whole tsunami of them.

Procedural generation has its place in games like Diablo and Path of Exile as they're solely about crushing enemies for tons of loot. The entire game revolves around RNG from layouts to drops. Many Roguelikes follow the same principles in that they unlock more features, or let you retain abilities when you die. It wouldn't make sense for the game to stay exactly the same for your next foray into the dungeon, as it would be boring and predictable. As far as we know, this isn't a Roguelike like Necropolis, nor is it a loot simulator like Diablo, and it certainly isn't like Minecraft. This would be more like walking through Cyseal in D: OS with quest items and clues for who killed Jake in different spots every playthrough.

In a game like this, with specific missions and outcomes where the specific *process* of hunting ghosts matters, you're throwing away clever area and encounter design strictly for the sake of replayability. You're assuming people are going to want to play your game multiple times over before it's even out, because of random layouts. But if those layouts and fights suck, we won't even complete it once. With a supposed large amount of character progression and customziation, that in combination with interesting, fun mechanics should be what entices us to play again, not the prospect of playing it for the sake of seeing a differently shaped corridor. New Game+ or a Hard Mode would be better suited to enhancing this experience since it clearly revolves around difficulty as it claims to be "hardcore."

Also, how can they guarantee us all "clues are logically scattered around" if it's procedurally generated? That's the most suspicious part of it to me.
 

thesheeep

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Hyperion To be fair, I don't defend the choice of random generation in this specific game.
In fact, I didn't even look at it closely - but I can guarantee you, nor did most of people booing about the procedural generation. They just saw the feature and went into berserk mode instantly.
And that is what's annoying me.

Also, how can they guarantee us all "clues are logically scattered around" if it's procedurally generated? That's the most suspicious part of it to me.
You seem to think that procedural generation means no control by the developers.
It is quite the opposite, at least when done right. You can have a ton of control then.
Just as an example, you could have the level layout generated mostly at random, then an AI entity goes around, analyzes it and places clues "logically", steered by an algorithm fine-tuned by the designer(s).
It's not magic.

If procedural generation is used merely to the extent of "levels look different each time" in a game like this, then yeah, that is a sign of not done well.
 

Lhynn

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Aug 28, 2013
Messages
9,824
Looks like an interesting concept, well see how its executed.

At least its not fucking medieval fantasy hack and slash tripe.
 

Doktor Best

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Feb 2, 2015
Messages
2,849
What is with all the games using 'procedurally generated' as though it's a good thing? Do they think I'm so poor that I can't afford to buy another, handcrafted, game by the time I've finished the last one? Plus the very premise demands some sort of central mystery or challenge that joins the jobs together, and if you've got that then it isn't 'infinitely replayable', just really badly designed.

I fault overhyped roguelikes. Those sales must be tempting to developers.
 
Self-Ejected

Excidium II

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Looks stupid as all fuck, as if procedurally generated levels and kickstarter wasn't enough of a turnoff.
 

Lhynn

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Messages
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Eh, not really, bullets can be blessed, maybe they can have silver coating or other alchemical treatments that allow them to interact with and even hurt ghosts. Maybe they are covered with a fine layer of ectoplasm, etc.
Maybe its the weapon that has some sort of enchantment that empowers the bullets, or maybe before entering the house you use some sort of magic on the outside to weaken the barrier between spiritual and physical world, therefore making physical interaction possible with spirits.
Maybe theres some sort of science behind it.

A bit of imagination you retards.
 

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