Thonius
Arcane
Sometimes its better to say sooon TM, or just lie like "our servers went kaput", then show something like that. All those crippled animations will harm the game.
That Shadowbeast looks like something from the boxart of a 90's GPU box.
Maybe they should show something good. Maybe they should have kept people updated on what they are actually sitting down and putting work on instead of just posting random brainstorm sessions.A lot of the typical edgy codex comments in this thread...
Not showing anything -> "I'm really concerned by the lack of anything to show. That doesn't bode well"
Them showing some early prototype to give a general "look and feel" -> "That doesn't look good, I'm really concerned now."
This place some days...
What their budget have to do with anything? They could have put same amount of hours to have a demo that looks more like an UW game being played. Anyway, that infinitron post clarifies that this demo is not meant for UW fans but for the polygon crowd so it's explained.With the budget they got, I think what they showed so far is fine.
Chris Siegel said:Hey All
Like Jeff said, Thank you. Without you guys and gals this would not be possible.
VO- this is really just for the video to help 'tell' the story. Now Lydia who is our protagonist in this story may show up in the game as an NPC somewhere.
This demo was really about locking down our look and feel. I agree that the shader on the beast still needs some work to match up with the world. Animation is not near final.
I'm quite pleased on the general look of the environment we have here- color, hue, saturation. Painterly but not in the cartoony way. This is something we will continue and refine.
But hey..for 3 months work...I think it looks pretty damn good.
We learned a ton- limitations of engine, and features that we can exploit- we have barely broken the surface with the lighting system for example, and really getting a grasp on what is going to be 'hard' and what won't be too difficult. AI, systems, player movement all are places we still need to do a bunch of work.
It is a bit linear...which felt weird to build since that is about as opposite to our mantra as possible. We promise the next one will show more actual what you can do gameplay in it.
As for invisible walls--gods no. I hate that.
Yes in the final game you can free roam...if you fall in the lava or a bottomless pit...tough luck.
As for looking like Bioshock--sure this demo has some of that DNA feel. But that is not what we are building ultimately. We decided when we built this demo it was about our look, as much as the kickstarter was about gameplay. It was the biggest pole we needed to sort out internally, and well, now we have--at least we have a direction to continue with.
It's because of the monster, light hurts it.What is up with the obsession of a light source when it is not even that dark. It is not like one needs a HM-slave with Flash in an area with lighting shown in the video.
What a load of crockshit.The alternative to the video we got is no footage at all.
Yeah I'd also be wary if a kickstarter showed something that actually does justice to the game it's based on.I'd have been more suspicious if they did suddenly produce a gorgeous demo.
Funny little story about emergent behavior.
We actually had to modify his AI to shoot the demo so that he only wanted to snuff the player's torch once.
Otherwise, whenever Joe tried to pick up and light a torch, he'd jump him in short order and put it out again. Made it a bit difficult to showcase everything we wanted to in the time allotted
What a load of crockshit.
Yeah I'd also be wary if a kickstarter showed something that actually does justice to the game it's based on.
They went and made it anyway. But their choice of scenario was poor for an UW game. You understand that?It is if you care about good footage. Games that do show that are either at a way more advanced stage or are faking it, and faking it is a waste of money. This being a kickstarter also doesn't mean that development somehow goes faster, so they'd either have to specially design that video or show less polished material. The latter is what we got, which is better than nothing.
They went and made it anyway. But their choice of scenario was poor for an UW game. You understand that?
As much as Infi wants to hype/sell this game it looked like one of those mockups of a game you saw in the early 90's when a television show or movie wanted to portray a video game.
That's appropriate because this is also a mockery of a game.