Is the anime head a helmet? Can you take it off?
It is removable, you can take it clean off with a shotgun blast!
Not to be an overly negative cunt, I actually really look forward to this. I am impressed by the team's dedication, especially after seeing many veteran devs, who should know better, fail horribly at delivering promised games.
I was taken aback when I've seen the discord has only something over 2K members. The game is not well known at all (yet) and despite that you actually managed to push through and make a worthwile game.
Thanks, dude. Our goal is to just make a good game we'd enjoy playing ourselves. And honestly, the level of relative obscurity we've achieved exceeds all expectations we had so I can't really complain.
99% of time discord is just a useless place that drains the time of devs. They have a successful crowdfunding and a Patreon, which is what really help devs before the release (along with the beta testing and all that).
Our discord can be pretty comfy (we feared it wouldn't be anymore with this many users), engaging with peri enjoyers keeps us motivated and it is the best way to keep in touch with the mentioned KS backers and patrons. The creative and imsim rooms are based.
Shilling the game is useful too.
Yeah, I used to feel guilty about shilling but posting our weekly updates on adjacent communities yields results. Shout outs to the kreative corner.
So I played every demo out there (hopefully) and want to support it badly.
Thank you! I'll allow myself to quote and reply without BB code. Sorry for late reply.
- I got an optional quest from a dead commie corpse in Level 2 -first after your apartment. Happened after having completed level main quest, and was about sewers. Is that supposed to happen?
haha, no. That's the save system fucking up and a bug I get reported quite often.
- is there any way to stealth-takedown the enemies? (no gun with silencer so far; the sword needs several hits, leaving time to alert the comrades);
The sabre can be used for backstabs if you hold rmb, you should enjoy the results. I see you found the silenced instakill gun later, there is ammo around for it, as well as a prod to prod with.
- I'm really intrigued by the quantity and LoD of firearms. Is is a passion for someone in the team?
We're all gun autists and the other devs model them when they feel burnt out making levels.
- Tutorial level is now too bright (was OK in July Demo 1. Other levels are OK, so I guess lightning was revised but Tutorial level not updated?);
This week's screenshot saturday post shows off the updated tutorial, it's gonna be dark again
- had a really hard time stacking crates with the mouse. Didn't recall it being so hard in July Demo 1; is it me, or were object physics changed?
Interesting. Yeah, I changed it but the goal was to improve it. One of the critiques in June was objects falling out of your hand too easily and that's what was changed. In general, if something is too heavy or unwieldy, popping the strength aug should make it ez.
- Recurrent bug: when clicking in the inventory or the discussion tree, it sometimes fires the gun;
Yep, the way i was locking controls was too jank and has been redone.
- Recurrent bug: moveable objects, crates e.g., sometimes cease to be moveable (stuck in the floor? [F]-hold not working anymore?).
That one's my cryptonite. Still trying to get to the cause of this even when it isn't hard to replicate.
But before I fire Unity Asset Extractor, is there any interest for a translation in the team?
If you wanna help translate the game to your native tongue, send me your deets and credentials somehow and I'll put you on the list for post-release community translation (compensated, that's why it's post-release, we should have some dosh to spare)
I recommend bepinex if you wanna have some fun in runtime. The freecam uses the item inspect post process so it has a cool matrixy quality to it, but I will change that for final release.
First link is from one of
elif.dot's videos, who has recently uploaded an 1.5h review/analysis, that's worth a watch. Looks like this is the build from the first trailer, includes an intro sequence.
Managed to run all three builds with wine (lutris-7.2-2-x86_64) and DXVK v1.10.3. Performance of the latest build was fickle, framerate was tanking where there were lots of light sources
elif's great with his archival efforts, at this point he knows more about previously released builds than we remember.
And it's cool that the latest build works on wine now, I don't think it did a year ago. We stilll wanna do a native loonix build, even if it's gonna have platform-specific bugs. The lighting is very taxing in the demo, one of the main things that needed taking care of in terms of performance.