Burning Bridges
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The noise system really does seem to work nicely
Well, it seems to work. But one small thing I noticed is that he never shut the fucking doors behind him ..
The noise system really does seem to work nicely
They said they hadn't implemented special attacks like bites yet for zombies.It's alive! Now use this burst of publicity to hook more people with more frequent public updates instead of the previous campaign of silence...
Uhm, I watched the video muted because I'm in the office, so I possibly missed the explanation: do melee hits risk infection, or how does that part of the game work? It's not a proper zombie game if you don't have to preemptively soak your infected buddy in gasoline and make sure not much is left to rise...
The camera controls are already giving me a headache, but what can you do.
I'm not sure SR has enough budget to run into 2014. Their new stated release date (June 2013) seems plausible to me.
They will get a lot of extra $ from sales after the game is finished, so when the kickstarter money is used up, they can go on for some time more without risk.
Not very convincing.
Or isn't it true that return comes from sales? Once they have SR out, they can sell it, produce a sequel / dlc etc, possibly raise another 1-2 million from another kickstarter, theoretically they are set for many years.
In fact they have to make sure everyone is happy with the game, for the only way they can ruin it now would be to rush out a game that sucks, which would kill all future possibilites.
They are in quite a comfortable situation with SR being mostly developed without money of their own.
Does the Xenonauts team work for money and have offices?
Goldhawk Interactive is an innovative independent video game development studio based in Hackney, London. Founded in 2009, it is currently working on its maiden title – the PC-only strategy game Xenonauts.
Specialising in low-cost game development, Goldhawk uses digital distribution and remote working to produce commercial quality work on indie budgets. The decentralised team are spread across the world and number anywhere between one and two dozen at any time, although there is a group of eight or nine developers who form the core of the team and between them have contributed the majority of the work delivered so far.
This low-cost development model allows Goldhawk to bypass publishers and fund development entirely through community channels. We operate an alpha-funding model for our games, allowing users to pre-order the game and recieve the latest development build to test and play themselves. We read our forums religiously and are well known for our strong community engagement, working with the pre-order community to fix bugs and polish the experience into the fun, stable experience that we all want from the game.
Fog of war is retarded (and ruins the game with my OCD) but not being able to see enemies the characters can't see should extend to the enviroment, in an unknown place the vision should be limited by corners and shit to make scouting important. Circling a building looking for a backdoor would certainly be more fun than just moving the camera around. Or running from combat and not knowing if it's a dead-end around this corner. Or if you take an NPC that already knows the area then parts of the enviroment would be revealed depending on his familiarity...Fog of war is a shit way of simulating los. Do like what I already see implemented in the demo video with buildings and general area being visible but items and npc's not. I'd hate for the boring 'run over the entire map to get it out of the grey fog of nothing' shit to return.
Seriously, anyone who has played BG or TOEE should know better than to want that to return.
Maybe Brother None can tell us more about how inXile at least feels about this issue.
I'm kind of done with the whole Zombie thing, I don't know if it's me getting older or the genre getting stale, but... yeah.
ITZ COMING
I'm curious, do inXile see themselves as building up a bigger running income by building up a stable of games that sell modestly well for long periods? (As opposed to the huge initial sales + steep dropoff method of the big publishers)What's more, inXile does not have a running income that can cover its operating costs fully for any extended period of time