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KickStarter INSOMNIA: The Ark - dieselpunk sci-fi action-RPG set on a decaying space station

Mustawd

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has no videos or screenshots showing an isometric environment.


His first post shows screenshots of an isometricish game. I'm pretty sure had the screenshots been over the shoulder from day one, a lot of us wouldn't even follow this game.

So I can understand some of the butthurt.
 

Hamster

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His first post shows screenshots of an isometricish game. I'm pretty sure had the screenshots been over the shoulder from day one, a lot of us wouldn't even follow this game.

So I can understand some of the butthurt.

Then:

vzEtnvD.jpg


Now:

0_17a00d_8ddb6cca_X4L.bmp


Oh no, they will have to make refunds to all three autists who won't play games where camera is not locked into one position.
 

Hamster

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I can understand concers about combat system, but visuals? Game looks fucking amazing, Wasteland 2 made 40 times more money on kickstarter, but looks shit-tier compared to this:

0_17a00e_231a174d_X4L.bmp


0_17a025_f766317_X4L.bmp
 

StaticSpine

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What game are you blockheads talking about? This was never isometric, was never going to be isometric, was never sold as isometric, has no videos or screenshots showing an isometric environment.

Yet another project where a dev says "I played Fallout once" and idiot backers throw their money and expect a game they see only on the inside of their eyelids. What's next? Gonna get mad that Ron Perlman isn't voicing the intro?
Bro, in the first tech demo the view was not from over the shoulder, it was top-town (or whatever it is called), not isometric tho. And it was more convenient.
 

CyberWhale

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It's not from over the shoulder at present either, the game simply has an option than enables players to both zoom in/out and change the camera angle as they prefer.
Like almost any other 3D game of this kind - from classics like Warcraft 3 and Silent Storm to kickstarted titles like Wasteland 2 and Divinity: Original Sin, you know?
 

StaticSpine

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Armors & shields: keeping yourself alive
Posted by Studio MONO
Hello everyone! While our studio is working hard on developing incredible world of InSomnia, we will continue giving you additional details on internal mechanics of the game. Today we will talk about everything related to armors, shields, other means of protection and some additional details that weren't mentioned before.

Separate damage zones
This was already brought up a few times at our forum boards but we feel like there's a certain need to gather all this information in one place. So basically there will be three zones to protect and inflict damage to: head, torso and legs.

Head hunting will be very rewarding!
Shooting someone who wears no helmet in the head means that there will be no damage resist for this kind of attack no matter how fancy their armor is. The same strategy will work for other body zones mentioned above so keeping this in mind will give you a serious strategic advantage while in combat.

While there will be no separate damage zone for hands which will be treated as a part of torso zone, shooting legs will give you an opportunity to make your foes less mobile.

Protect yourself in a fashionable manner
To better fight well protected enemies you will have a variety of armor piercing ammo in your disposal as well as some special bullets that are able to penetrate the hardest armors out there but will be almost useless as a regular killing force. Both types are going to be pretty rare and expensive, so using them wisely would be a good idea.

Armor upgrading interface (work in progress)
Shields
Besides protecting yourself with armor you will be also able to use shields which give a major defense bonus. Sure you won't be able to use shields while attacking your foes with weapons that require two hands, and there will be certain disadvantages in terms of damage you inflict and accuracy of your attacks as well, but this is the price that has to be payed.

Not happy with your armor? Get a shield!
Oh, did we say that you will be allowed to use small guns while protecting yourself with a shield? Well any weapon that requires only one hand to use will do.
 

CyberWhale

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Such a beautiful game. Even if it ends up sucking balls, western studios (I'm looking at you InXile) should probably use these crazy Russian wizards in the future - outsourcing most of their visual development to these guys would be much cheaper while simultaneously giving insurmountably better results.
 

StaticSpine

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Guns: kill or be killed
Posted by Studio MONO
Hello everyone! As we have already brought you some details about combat system and protecting yourself from the violent world of InSomnia, it's time to find out more about guns and their variety.

Energy weapons
Heavy laser gun with generator
Energy weapons will be quite different from what one might expect from them. Each energy weapon will require a skill that is relevant to it's characteristics. For example you will have to be proficient in "small guns" skill to use laser pistol effectively, and be generally good with rifles whenever you wont to use a laser rifle as your basic weapon.

The other feature of energy weapons you would want to know about is that they don't require any ammo - you will have to be equipped with the power generator instead. This portable battery will need to be recharged from time to time. It can be also used for other energy consuming equipment you want to get working.

Laser pistol
Obviously energy weapons are high-tec and require certain knowledge and skill to be maintained properly. There will be several types of them including:

  • laser weapons (instantly hits the target; damage is based on the distance; highly accurate)
  • plasma weapons (fire rate is relatively slower; very effective against well protected enemies; high energy consumption)
The concept of impulse
Impulse is the power that affects the target upon impact with the help of bullets, blast wave etc. Different types of weapons have their own impulse parameters which can be increased by certain features of your character.

So what exactly impulse does? Based on the power of the impulse you are experiencing it can impact your aiming ability, any actions or attacks you were planning to perform or even knock you out for quite some time. This will work against your enemies as well.

...and even more guns!
Here we will show you a few more examples of InSomniaarsenal:




See you next time!
 

Ninjerk

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IDK but those shorter SMG looking things look like they were made for a completely different game than the stuff in the rest of the post.
 

Taka-Haradin puolipeikko

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IDK but those shorter SMG looking things look like they were made for a completely different game than the stuff in the rest of the post.
Yeah. SMGs lack wooden (Where do they get that stuff in a spaceship?) stocks. Also those SMGs are modeled like mp 5's while rifles look like Mosin Nagant, that is several decades between designs.
 
Last edited:

Ninjerk

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Yeah. SMGs lack wooden stocks.
(Where do they get that stuff in a spaceship?)
It's not just that--you have this broomhandle Mauser energy pistol and a bunch of rifles that look like late 1890s British, German, and Russian designs and then one sheet with a bunch of molded plastic weapons that look like much later designs. You could stretch and say FG 42 inspired, I guess.
 

Thonius

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Its been a long time since I touched demo, but I belive you can bash or something.
Rifles are ok but thy should look at sten suomi m 31 and stuff like this and not some borderland/call of duty modern something something.
 

hemtae

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InSomnia release news and future plans

Hello everyone! We've got a few important news regarding InSomnia release for you today.

bf556a951bc28ede834ea748a1cbce16_original.jpg

Currently we are working on finalizing the vital parts of game's content, especially the main story line. As developers we truly believe that intriguing and well-thought story is one of the most important elements of any great RPG, making which is our goal #1.

This process is very complicated one and requires tons of our attention and time. However we are planning to end this development stage by January, making the general plot of the game fully complete, so it can be played from the beginning till the end (even with any possible changes we might introduce in the future).

In other words by the end of this year we will have all main content forInSomnia ready, though the release date itself is going to be postponed, unfortunately.

03dd88d701f1dad5100ef3a4f8322c95_original.jpg

We will be able to determine the new time frame for release throughout January 2016 after considering the schedule of finalizing the development and tuning all planed mechanics, balancing gameplay, proofreading, translating and voicing of all necessary texts, finding and fixing all possible technical issues and problems etc.

For better visualization of everything we achieved so far we will provide you with the detailed report on our progress by the end of December. One of the goals of this special update will be showing you how big the scope of the game became comparing to what we initially offered.

232108522c5bbc131962bc5c210ca98c_original.jpg

As you might remember originally we promised to deliver 15-20 hours of gameplay, however we felt that this amount is just not enough, so we expanded that up to 40-50 hours instead. Other than that we continue exploring the cross-platform features of Unreal Engine 4 and currently it looks like we'll be able to release the final version of InSomnia for Windows, Mac and Linux simultaneously, without any gaps and not one by one as we considered in the beginning.

We can't stop thanking you all for the support you show us. We wouldn't make it so far without you. Out team is thrilled to demonstrate all those things we achieved during this development year, so expect news!

Thank you for your attention, Studio Mono.
 

Eirinjas

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WTF is the point of a bayonet that long if most of that length is wasted sitting behind the muzzle?

Move the back attachment up behind the front one.

Perhaps it's not a bayonet at all, but a pearing knife. Someone has to peel the potatoes if you want post-apocalypse vodka.
 

Zombra

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Yikes, development is going strong but they are out of money.

Luckily Batman is in the game now so hopefully that will generate some interest.

Update #45

Jan 21 2016

InSomnia status report

Hello everyone! Today's update is all about the current progress we achieved throughout 2015 along with proper numbers and stats. We will also talk about the new time frame for the release of InSomnia and our future Kickstarter campaign plans. So without further ado here goes...

InSomnia development results 2015
12601604b851618d097af63be6ce992a_original.jpg

Yay, a new InSomnia art!
  • we have transfered the game to Unreal Engine 4 and produced 70.000 lines of code
  • our team has developed an internal system of 3D-model quality control and gave life to more then 3.500 game objects including the elements of architecture, characters, equipment and weapons (all models made for our previous engine Ogre3D in 2014 were rebuilt from scratch)
  • at this very moment we have finished working on 5 large and 7 middle-scale locations, 10small levels meant for spontaneous encounters and generated quests, 2 of 3 global maps for station sectors and general global map of Object 6 as a whole
  • now we have almost twice as many of dialogs and dialog trees variations than we did before, increasing the overall word count up to 150.000 with the additional 300.000 words ready to be implemented
  • gameplay time increased up to 30-40 hours vs 15-20 which were stated initially
Other than that our team became 4 times bigger with 22 internal and 24 external developers which made us move faster and more effectively than ever before.

2fec1e4f0f29055db9de3b227a98edc2_original.jpg

Feeling like crafting some ammo?
To even better illustrate our current progress we have put online a special page at our website which shows the actual development progress of the game. Please remember that it's still being tested with official launch planned later next month. You can also expect an updated InSomniaand Studio Mono websites to go live in a few months with lots of cool stuff on board.

Plans for 2016 anyone?
We have finished developing the main content of the game which means we need a few more months of active work and an additional month to localize the game to all languages we promised, proofread, record voiceovers etc.

Throughout 2015 we have spent $140.000 of our own funds additionally to $92.000 you helped us collect at Kickstarter. Believing in us and supporting InSomnia made you our heroes forever. You helped us understand we are moving in the right direction.


A short demonstration of one of the sinister bots we were working on lately

Currently we spend around $18.000 per month out of our own pockets and unfortunately we won't longer be able to continue these investments after this March hits the calendar. We still need at least $80.000 to complete the game without any loss in effectiveness and time so our team can release it until September 2016.

This leads us to a necessity of launching a new crowd-funding campaign for InSomnia in February to make this game come to life asap. During the next month we will also release an updated InSomnia demo for all promised platforms (including Windows, Mac and Linux) to showcase you the overall progress of the game. Expect a better level design, new guns and other 3D marvels along with the improved controls and even a global map:

e0d968c0ba179de97c5bb412084fd820_original.jpg

Stay tuned for more news and see you next time!
 

Infinitron

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now we have almost twice as many of dialogs and dialog trees variations than we did before, increasing the overall word count up to 150.000 with the additional 300.000 words ready to be implemented

gameplay time increased up to 30-40 hours vs 15-20 which were stated initially

Other than that our team became 4 times bigger

we're out of money

:hero:
 

agris

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They're launching another crowdfunding campaign in March to secure $80k (assuming USD). Their current burn rate and funding only supports them through March, and they need 6 more months of development after that (September), which probably means 9 more (December).

What I don't understand is how the math works out. With an 18k/mo burn, and running out of money in March, they should need $108k. Maybe they have a small amount of investment? Regardless, going back to the crowdfunding well a second time doesn't bode well. Shouldn't they be able to attract a small-scale investor if their project is on a steady path and meeting milestones?
 

Hamster

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now we have almost twice as many of dialogs and dialog trees variations than we did before, increasing the overall word count up to 150.000 with the additional 300.000 words ready to be implemented

gameplay time increased up to 30-40 hours vs 15-20 which were stated initially

Other than that our team became 4 times bigger

we're out of money

:hero:

:lol: Retards!
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Well it's possible that they saw that the game sucked balls without the extra content so they had to add it. Still though...
 

polo

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Lol and i was expecting good things when i supported them... I mean the game looks great, but this sounds like Timothy Schafer here.
 

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