For developers, morning goes until at least noon. Then they start. Then they encounter unexpected difficulties and don't finish until nightfall, or next morning.Still waiting...Well they said morning their time they would give us the update. It is now morning their time ...
a noticeable art/graphics upgrade
Quite certain that Quality Coffee is of higher priority.Codex should get a fundraiser for a powerful computer to be donated to Whalenought Studios.
I initially hesitated but...turn-based, cyberpunk AND horror?? FUck, that sounds awesome. Horror in RPGs badly needed - only Bloodlines really scared the shit out of me.
The game in general looks very polished. Was initially confused with all the new elements (combat, graphics etc.).
Whalenought_Joe is released still planned/possible for this year? I noticed the Kickstarter originally mentioned March 2017 as possible date...(obviously no longer relevant)
Btw. did you look to Hard Boiled comics for inspiration? High level of violence and cool futuristic world:
https://www.amazon.co.uk/Hard-Boiled-Frank-Miller/dp/1878574582
- Digg
I initially hesitated but...turn-based, cyberpunk AND horror?? FUck, that sounds awesome. Horror in RPGs badly needed - only Bloodlines really scared the shit out of me.
The game in general looks very polished. Was initially confused with all the new elements (combat, graphics etc.).
Whalenought_Joe is released still planned/possible for this year? I noticed the Kickstarter originally mentioned March 2017 as possible date...(obviously no longer relevant)
Btw. did you look to Hard Boiled comics for inspiration? High level of violence and cool futuristic world:
https://www.amazon.co.uk/Hard-Boiled-Frank-Miller/dp/1878574582
- Digg
So thats where the 10mm Pistol design came from
I love the garbled text if you're illiterate or too low of Logic, but maybe come up with some random text strings made of nonsensical scribbles or something. Unicode symbols just look kinda off to me.
I am for one not satisfied with this. If a game breaks immersion this badly it affects my enjoyment a lot.Hey guys, thanks for the feedback!
Some notes comments on save system: This is probably worth going into more detail with another update, but we wanted to strive to make the gameplay have actual consequence. The machine gun saving system encourages a carefree gameplay that lets you just redo challenges to get a desired result, so while you can try new things there’s no consequence to failure, it’s just a meta-game. We want setting off a trap not just be a reason for reload, but a permanent result for lack of spot-checking. So while we’re trying to design more of a p&p style game, we didn't want you to have to roll new characters or redo content on death so you can progress throughout it. That’s going to end up with something super gamey, but making it fun is what was important.
Dying then is sort of similar to something like Diablo. Time passes as you wake up (which changes time-of-day events), and you keep the wounds that took you down so you’d maybe want to patch up before progressing. Because a nerve gas agent exploding in your face probably wouldn’t result in your character just waking up in the sewers with a headache, we’re not trying to overthink the simulationist aspects to it and overall let it be gamey to hopefully result in more p&p like dungeon crawling gameplay.
The alpha will include this, and we’re open to more ideas to develop the best roleplaying gameplay systems we can with you guys.
So it's now "save & exit" kind of game where mistakes you made will carry over.So this is their (bad) attempt at defending the save system they talked about in the update:
I am for one not satisfied with this. If a game breaks immersion this badly it affects my enjoyment a lot.Hey guys, thanks for the feedback!
Some notes comments on save system: This is probably worth going into more detail with another update, but we wanted to strive to make the gameplay have actual consequence. The machine gun saving system encourages a carefree gameplay that lets you just redo challenges to get a desired result, so while you can try new things there’s no consequence to failure, it’s just a meta-game. We want setting off a trap not just be a reason for reload, but a permanent result for lack of spot-checking. So while we’re trying to design more of a p&p style game, we didn't want you to have to roll new characters or redo content on death so you can progress throughout it. That’s going to end up with something super gamey, but making it fun is what was important.
Dying then is sort of similar to something like Diablo. Time passes as you wake up (which changes time-of-day events), and you keep the wounds that took you down so you’d maybe want to patch up before progressing. Because a nerve gas agent exploding in your face probably wouldn’t result in your character just waking up in the sewers with a headache, we’re not trying to overthink the simulationist aspects to it and overall let it be gamey to hopefully result in more p&p like dungeon crawling gameplay.
The alpha will include this, and we’re open to more ideas to develop the best roleplaying gameplay systems we can with you guys.