naossano
Cipher
Where do they post their answers?
In the comments section of the kickstarter, the comments from HBS are highlighted.
Where do they post their answers?
They keep getting requests for a campaign that allows character importing so it makes sense for them to actually deliver that.
Pretty cool. Backed.We have our plans set for the story we want to tell in Shadowrun: Hong Kong, but if we’re lucky enough to reach the enormous sum of $1,000,000, we’re gonna create an additional 4-5 hourShadows of Hong Kong Mini-Campaign that takes place after the SR:HK story ends. Not only that, the Shadows of Hong Kong Mini-Campaign will allow you to IMPORT your high-karma Hong Kong character for a challenge only a prime runner could accept.
Jesus... The Codex must interview them asap and get more info....except for the admission that the original Dead Man's Switch campaign had 75 percent(!) of its originally planned content thrown out. That explains some things, now doesn't it?
Pretty cool. Backed.
I think the answer is going to be pretty obvious, making the editor took way more effort than they were expecting.Jesus... The Codex must interview them asap and get more info.
Small team, new engine, overwhelmed with their first major ip project, seems plausible.What I meant is that it would be nice to hear more development stories. What was planned, what went wrong, how it was handled. Basically, how did the original vision got transformed into 25% of it, which sounds like a very dramatic cut. Cutting 15-30% is kind of understandable. Cutting 75%?
Also, I doubt that the entire team worked on the editor as it's a programming task, mainly. Surely they had designers, writers, and scripters.
It did not surprise me at all, it was painfully noticeable to me while playing the last parts of DMS.What I meant is that it would be nice to hear more development stories. What was planned, what went wrong, how it was handled. Basically, how did the original vision got transformed into 25% of it, which sounds like a very dramatic cut. Cutting 15-30% is kind of understandable. Cutting 75%?
And if they absolutely must do a save-the-world type of story, try not to recycle one that has been done at least twice in published Shadowrun adventures already.DMS's story worked well enough while you were trying to find the killer, as soon as they added the entire save the city from bug demons plot, it went to shit.
Rpg devs should get it in their heads that low key stories are just as valid as the save the world hero stuff, and often much more interesting.
What I meant is that it would be nice to hear more development stories. What was planned, what went wrong, how it was handled. Basically, how did the original vision got transformed into 25% of it, which sounds like a very dramatic cut. Cutting 15-30% is kind of understandable. Cutting 75%?
Also, I doubt that the entire team worked on the editor as it's a programming task, mainly. Surely they had designers, writers, and scripters.
We intend to follow a braided anthology structure for our story. Jordan, his partner Mitch Gitelman and Mike Mulvihill, who led Shadowrun game development at FASA Corp. will craft and structure the meta-story, then supply key information for a group of writers to weave into their own short stories, which we'll then use as the basis for our missions.
You can do this, though mystic and astral interactions are all scripted.for instance, you were supposed to be interacting with the "Physical, the Digital, the Mystic, and the Astral" realities on missions
They probably didn't think anyone would really care.I think they switched the engine really early on, not in the middle. My impression was that they took one look at that engine Double Fine used for Broken Age, then looked at Unity, and said "Ah fuck it we're switching to Unity".
For some reason though, they waited a long time before telling anybody about it. Possibly because they were afraid backers were expecting them to use "the same engine Double Fine did!", but that's just my theory.
You can do this, though mystic and astral interactions are all scripted.
Four realities overlap in the world of Shadowrun (the Physical, the Digital, the Mystic, and the Astral) and associated character classes such as the Street Samurai, Hacker, Combat Mage, and Shaman, each have the ability to view and interact with the world in ways the others can’t.
Here are some ways that selecting each character type allows you to see the map from a different perspective:
Missions (aka "Runs") in Shadowrun Returns can require interaction with all four realities simultaneously, requiring you to use information learned from each character’s perspective to coordinate their context-sensitive actions to get the job done. . . and survive.
- Street Samurai see a threat assessment overlay of the environment that notes enemy appraisals, options for cover, potential weapons, and statistics for drawn weapons.
- Combat Mages see magical auras, granting them the ability to locate magical items, identify spells being prepared, and find the intersections of magic lay lines where they can recharge their power.
- Hackers/Deckers see the digital control circuitry that allows them to manipulate the physical world via the digital one.
- Shaman see the “true world” that lies in the astral plane, distinguishing the true nature of people, plants, creatures, and magical objects while buildings and other “dead” objects appear as mere shadows.
I think they switched the engine really early on, not in the middle.
We were moving very quickly and were super busy when the decision was made ( finding and moving to new office space, hiring a bunch of people, doing design preproduction, and figuring out the tech solutions) so making an announcement about it fell off our radar.
Or if you don't want to scroll through all those user comments:Where do they post their answers?
In the comments section of the kickstarter, the comments from HBS are highlighted.
Hmmm interesting.You can do this, though mystic and astral interactions are all scripted.
It seems like they originally wanted to do something a bit deeper:
Four realities overlap in the world of Shadowrun (the Physical, the Digital, the Mystic, and the Astral) and associated character classes such as the Street Samurai, Hacker, Combat Mage, and Shaman, each have the ability to view and interact with the world in ways the others can’t.
Here are some ways that selecting each character type allows you to see the map from a different perspective:
Missions (aka "Runs") in Shadowrun Returns can require interaction with all four realities simultaneously, requiring you to use information learned from each character’s perspective to coordinate their context-sensitive actions to get the job done. . . and survive.
- Street Samurai see a threat assessment overlay of the environment that notes enemy appraisals, options for cover, potential weapons, and statistics for drawn weapons.
- Combat Mages see magical auras, granting them the ability to locate magical items, identify spells being prepared, and find the intersections of magic lay lines where they can recharge their power.
- Hackers/Deckers see the digital control circuitry that allows them to manipulate the physical world via the digital one.
- Shaman see the “true world” that lies in the astral plane, distinguishing the true nature of people, plants, creatures, and magical objects while buildings and other “dead” objects appear as mere shadows.
Or if you don't want to scroll through all those user comments:Where do they post their answers?
In the comments section of the kickstarter, the comments from HBS are highlighted.
https://www.kickstarter.com/profile/webeharebrained/comments