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Game News Copper Dreams Kickstarter Update #2: Combat Demonstration Video

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I think he means the game overall.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
And Underrail also looks better than Wasteofmymoney 2.

Sharp 2d, fixed camera, parallel projection > Blurry 3D, rotating camera, perspective projection.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I like the retroesque blocky bloodsprays. They should probably make the individual gore pieces fade out individually over time or something so it doesn't just pop away. Gore ftw.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,297
Any chance for some gory kill animations to get into released game?
Things like heads getting blown off, energy weapons melting parts of body or melee weapons doing nasties to enemies?
 

Crescent Hawk

Cipher
Joined
Jul 10, 2014
Messages
664
I really like the low polygon look, but the animations need a lot of work. I can imagine really tense battles with ultra tech cyber commandos ready to blast a building or a corporate party. I hope thats what they are trying to achieve, turn based cyberpunk rainbow six.
With branching scenarios.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
I really like the low polygon look, but the animations need a lot of work. I can imagine really tense battles with ultra tech cyber commandos ready to blast a building or a corporate party. I hope thats what they are trying to achieve, turn based cyberpunk rainbow six.
With branching scenarios.
They said the animations are all placeholder.
 

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
Whalenought_Joe, is the combat system, especially the injury system going to be realistic?

The ruleset is designed to be more a simulationist type of roleplaying, but the implementation can be fairly gamey to keep it interesting to actually play. Equipment is supposed to have designated timing, usage, and damage output based on what they are supposed to be like, and wounded body parts cripple appropriate stats or character output. Tactically it's designed to be quite a bit more realistic (emptying an smg mag to the face will accrue enough wounds to kill anything), so you'd want to strategically use the environment and items suited for ambushing before engaging if you have a choice.

So in that regard it's simulating a bit more tactical realism than the usual number vs number mosh pit, though you're also throwing dead bodies like grenades to hide them and walking around with numerous bullet holes.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Whalenought_Joe, is the combat system, especially the injury system going to be realistic?

The ruleset is designed to be more a simulationist type of roleplaying, but the implementation can be fairly gamey to keep it interesting to actually play. Equipment is supposed to have designated timing, usage, and damage output based on what they are supposed to be like, and wounded body parts cripple appropriate stats or character output. Tactically it's designed to be quite a bit more realistic (emptying an smg mag to the face will accrue enough wounds to kill anything), so you'd want to strategically use the environment and items suited for ambushing before engaging if you have a choice.

So in that regard it's simulating a bit more tactical realism than the usual number vs number mosh pit, though you're also throwing dead bodies like grenades to hide them and walking around with numerous bullet holes.
SMG mag to the face, aside, are there locations that cause deadly wound and instant kills when penetrated, like brain, some vitals, etc? Are there any wounds that cause quick bleeding to death, etc? Will there be stuff like shock? It always annoys me in cRPGs when people can normally take many bullets and continue functioning.

BTW.
Your kickstarter page takes over 500MB of memory and makes my browser shit itself O_o .
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Whalenought_Joe
By the way, I admire how you guys can make retro graphics like they were in state of art games of that period, not some indie hipster shit that is so common. I can't even imagine how much work went into it.

^ same. All those gifs take their toll.
Last time it was so bad that my browser stalled, my memory got almost full and I couldn't even close the tab. Had to right click and view image to get out D: .
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,297
Whalenought_Joe
By the way, I admire how you guys can make retro graphics like they were in state of art games of that period, not some indie hipster shit that is so common. I can't even imagine how much work went into it.

^ same. All those gifs take their toll.
Last time it was so bad that my browser stalled, my memory got almost full and I couldn't even close the tab. Had to right click and view image to get out D: .
You need a less shitty internet browser or less shitty computer
 

Mustawd

Guest
I'm concerned with this campaign. This is their second one and they're making completely avoidable mistakes like bad typos, bad stretch goal tier structure and unpolished/subpar combat demo videos (something with a voiced over script is not hard to do and a lot more impressive/professional than just joe talking as he shows a simple combat. Even that was more obtuse than it had to be).

I really like Whalenought, but I have a feeling this was a bit rushed. Which is understandable as finances might play a role, but I can't help feeling like they're blowing a good chance to impress their previous customer base as well as expand to some fence sitters.

Maybe all my hand wringing is for nothing, but I hope they triple check their next update for clarity and message. Remember, presentation goes a long way.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
I really like Whalenought, but I have a feeling this was a bit rushed. Which is understandable as finances might play a role, but I can't help feeling like they're blowing a good chance to impress their previous customer base as well as expand to some fence sitters.

I think the campaign has hit a number of obstacles, and presentation is only one of them. The Kickstarter's launch trailer has only 7k views and sports a terrible like/dislike ratio, which means that people are seeing something they really don't like in there (probably the graphics). I think the first few updates have also been a bit of a bust - the combat update still left combat way too nebulous (and disabling comments on the youtube video came across as slightly rude), while the factions update provided a lot of detail that nobody seems to have any interest in discussing.

The relative lack of discussion is probably the biggest sign of trouble. If somebody says "looks old school, backed for $250!", that's very nice for the devs, but it's not going to set the twittersphere aflame. I think SitS greatly profited from its pixel art style combined with the slamdunk Baldur's Gate reference in the pitch. So far none of the elements of CD have reached anywhere near that level of resonance.
 

Mustawd

Guest
I was surprised that the trailer for the KS looked worse than the original teaser.

The original teaser seemed to meld pretty well with the voice over. The KS one did not.

A trailer should showcase some of the good aspects of the game. I understand the devs want to be transparent in their presentation of what state the game is in, but if the animation of a pc gettong shot and immediately getting back up is not going to be in the final game, then don't show it past them getting shot. I remember thinking "I hope that's not in the final game..."

I can only imagine what someone with higher graphical expectations is thinking. And that's just one example.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I was surprised that the trailer for the KS looked worse than the original teaser.

The original teaser seemed to meld pretty well with the voice over. The KS one did not.

A trailer should showcase some of the good aspects of the game. I understand the devs want to be transparent in their presentation of what state the game is in, but if the animation of a pc gettong shot and immediately getting back up is not going to be in the final game, then don't show it past them getting shot. I remember thinking "I hope that's not in the final game..."

I can only imagine what someone with higher graphical expectations is thinking. And that's just one example.
They're not scamming hard enough. :lol:
 

Mustawd

Guest
I was surprised that the trailer for the KS looked worse than the original teaser.

The original teaser seemed to meld pretty well with the voice over. The KS one did not.

A trailer should showcase some of the good aspects of the game. I understand the devs want to be transparent in their presentation of what state the game is in, but if the animation of a pc gettong shot and immediately getting back up is not going to be in the final game, then don't show it past them getting shot. I remember thinking "I hope that's not in the final game..."

I can only imagine what someone with higher graphical expectations is thinking. And that's just one example.
They're not scamming hard enough. :lol:

Well, no, that's not what I'm saying. I would rather they explain in more detail how the kickstarter would help go into final production, but don't make it part of the trailer IMO. And if you want to, at least save it twoards the end where you talk about the state of the game, and you can use that as an example of what needs to be updated. But you can either show it as is and explain later, or show it closer to what it'll look like. When someone gives you only one look, there's no point in making it look bad for the sake of transparency.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
I really like Whalenought, but I have a feeling this was a bit rushed. Which is understandable as finances might play a role, but I can't help feeling like they're blowing a good chance to impress their previous customer base as well as expand to some fence sitters.

I think the campaign has hit a number of obstacles, and presentation is only one of them. The Kickstarter's launch trailer has only 7k views and sports a terrible like/dislike ratio, which means that people are seeing something they really don't like in there (probably the graphics). I think the first few updates have also been a bit of a bust - the combat update still left combat way too nebulous (and disabling comments on the youtube video came across as slightly rude), while the factions update provided a lot of detail that nobody seems to have any interest in discussing.

The relative lack of discussion is probably the biggest sign of trouble. If somebody says "looks old school, backed for $250!", that's very nice for the devs, but it's not going to set the twittersphere aflame. I think SitS greatly profited from its pixel art style combined with the slamdunk Baldur's Gate reference in the pitch. So far none of the elements of CD have reached anywhere near that level of resonance.
I think the problem may be that cyberpunk games from late 90s either lack big communities or these communities weren't contacted.
 

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