PapaPetro
Guest
Yeah the vaporware tag really deflated my full on chub.Brother have I got news for you.The dark watercolor aesthetic is pretty cool; really captures the rained out and drained cyberpunk world feel.
Will keep a tabs on.
Yeah the vaporware tag really deflated my full on chub.Brother have I got news for you.The dark watercolor aesthetic is pretty cool; really captures the rained out and drained cyberpunk world feel.
Will keep a tabs on.
Yeah, the new look is pretty tight.
It’s been so damn long so I’m not sure. Arena is pretty much a chaotic, respawning Deathmatch. From what I could tell the player and enemies have a similar cone of vision which is indicated on the radar, enemies disappear when out of sight, and there is an indicator to enemy locations when in hearing range. The game went back to a simple grid (they still had that ‘dot’ sub-grid system last time I played). You can pick up, move, and stack boxes for cover, or climb on top to be a better target. I’ll try again after work.Yeah, the new look is pretty tight. I hope it's relatively easy to port all the maps and mechanics developed over to it, because I played a good amount of the beta maps and they were good. Verticality, hidden nooks and cranies, engaging mechanics.
crakkie are any of the ~2017-2018 era vision / hearing / combat tile-based mechanics still in?
You know what hasn't been tried yet?
...
Changing the name of the game.
...just sayin'
You can grow back hair only so quickly...I'm not a beta backer but it seems the beta was released to qualifying backers on March 20th... Have there been no updates or communication to beta backers from Hannah / Joe since then?
The real Copper Dreams was the art styles we made along the way.
Update 27: Mechajammer, high octane cyberpunk turn-based mayhem
Greetings! We hope this reaches you all in good health.
The Copper Dreams project gets a new name to go with its shiny coat of paint and ruleset as we begin to complete main sections of the game. Beta v2 deathmatch modes now available for testing and glory.
We had mentioned earlier this spring that we wanted to perfect some of the movement systems and companions in the game since the alpha work. The Alpha/Beta v1 response has favored tighter controlled characters for faster turns with simultaneous minded tactics, and we've chiseled beta v2 to focus on that. And it delivers:
There’s an improved interface for actions, and we made the appropriate cozy visuals to engage your fleshy eyeballs and roleplaying imagination. Sprites are super easy to at-a-glance in the midst of the action compared to their 3d counterparts of old, allowing you to survey a battlefield much more quickly. The environment lovingly followed — an industrious colony surface atop the skeletal husk of a city with a century worth of damage from the Ci-War, now pushing back the encroaching jungle and mutations from all sides and depths. All of it drenched in rain-soaked streets, haunted under-cities, and atomizing laser deaths.
An abandoned AgroFax farm outside the city walls.
For those of you who got a beta release a while back as we were finishing up on our final tweaks for tiles and squad gameplay, that’s been updated on Steam with all changes. If you didn’t receive that invite send us an email and we can shoot you another. All other KS tiers will be receiving an early test invite in the future (final release date coming soon). Next release(s) on Steam will be additional maps to test on, and soon the first big chunk of the game to explore.
We’re also working on some updates for the community page so that's been currently down, and the next content we share will be more story related now that beta v2 is done and we're getting more chunks of the main map done.
Cheers,
Hannah & Joe
Release Date
To be announced
Platforms
PC, Mac and Linux
Genre
Cyberpunk RPG
Combat
High Octane Simultaneous
Turn-Based
Developer
Whalenought Studios
Website
whalenoughtstudios.com
Press Contact
Joe and Hannah Williams
News List
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You know what hasn't been tried yet?
...
Changing the name of the game.
...just sayin'