Zombra
An iron rock in the river of blood and evil
I don't trust a dev who can't stop jumping up and down in games.
thats because protag says 'hop' while jumpingI don't trust a dev who can't stop jumping up and down in games.
And fuck making your game dark as fuck and then having the night vision mode require energy.
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reality
Especially since there are several cases where you can't climb the steps and you have to jump even though they aren't that high.
This, plus there are surfaces that seem to be climb-able because they're below eye level when you jump (like from the train tracks to the station's platform) but you actually can't because game logic. After Thief/Shock2/TDM/Prey/Dishonored, it just doesn't feel right to not be able to climb surfaces at higher levels. How hard is it to raise your arms to mantle anyway.
Remove anime and change weapons for some fictional piece of junk.
Then we can talk.
It's in line with every game made before graphics were high def enough to mimic the concept art. A fair amount of games managed to look decent despite technological limitations. This game doesn't have the strict limitations devs from decades ago had, but sadly the artists spent too much time studying a certain "how to draw manga" book.That is in line with the western-made anime-inspired retro games that actually existed, e.g. Shogo and Oni:
It's in line with every game made before graphics were high def enough to mimic the concept art. A fair amount of games managed to look decent despite technological limitations.
This game doesn't have the strict limitations devs from decades ago had, but sadly the artists spent too much time studying a certain "how to draw manga" book.
I was thinking along the same lines but less optimistically, this mix of modern lighting systems and double digit poly counts might not yield that 90s "charm" the devs are hoping for. The problem isn't that Marie doesn't look as good as Adam Jensen, it's that she doesn't look as good as JC Denton. Your Oni example above is actually spot on, because there's some common ground in visual design but the difference is plainly obvious. Konoko's probably got fewer polygons in the head mesh, but the less (albeit still) stylised diffuse map and the flat lighting produce a much more consistent result.I think the game goes for a mix of retro and... less retro styled art with low-fi unfiltered textures and polygons combined with mid-2000s style rendering
Enaging in retrofuturism instead of imagining a new possible futures is a sure sign of dying civilization.
I appreciate this take! We built the new level to have a lot of scope and scale because we wanted a non-linear sort of vertical slice using the movement mechanics people liked.Finally tried the new demo. It was disappointing and I much preferred the first one.
The animu stays, we asked the artist McLinskey for it, referencing OXbox Splinter Cell Double Agent's light gem, which imo turned out better than the meter in SCCT.Plus the new interface feels off, especially with the anime girl at the bottom left corner.
I'll be adding a "bloom: off" option in the options menu, I received that complaint and I guess we sometimes delve too much into "brown and bloom" territory.Finally, I'm not sure if it's just my memory being selective, but I don't recall the first demo giving me temporary blindness every time I look into a light - the "bloom" effect is really bad, coupled with everything in the background looking blurry.
How about the tutorial level? How does that compare to the previous demo? I hope you can be swayed to give it another go when the empty rooms become less empty as we continue working on the level.I stopped after about 30 minutes because I got bored. Maybe this isn't the game for me
Have you tried talking to the guy chilling out by the wall? He sort of kind of gives you the vague directions where you should go if you want a mission. But otherwise it's like the previous demo, wandering around and getting lost, finding cool shit. Like way more dialogue interactions than previous demo, one of the things we took to heart from that one. I'm also planning to finally add a simpler reply for NPCs, where they'd tell you to piss off without opening the whole dialog UI.I'll agree with udmi found the new demo a bit boring - all i did was walk around in a big area aimlessly, find a tram which took a while to go somewhere and then i got attacked and killed by some because reasons i guess.
If you take the time to take the screenshots of these places, we'll fix 'em.I'll agree with udmEspecially since there are several cases where you can't climb the steps and you have to jump even though they aren't that high.
I'll have to untangle some spaghetti to achieve that but yeah I'll add that option. What do you use for ADS in such an instance? Middle mouse click? I probably should add an option for sticky aiming.I'll agree with udm I couldn't bind the right mouse button to jump
WILL DO! Thanks for playing again, my dude.Add some NPCs or something :-P.
I know it's not meant to be one, but I'll take that as a compliment!Also the level design did turn out to be huge and empty enough to give EYE a run for it's money.
Every time someone complains about the energy draw of the NVAnd fuck making your game dark as fuck and then having the night vision mode require energy.
Glad you liked the dialogue! As mentioned, it was important for us to finally have something meatier in that regard. And as long as you'll be willing to give it another try at some point, hope we can turn that cautious pessimism into comfortable indifference. I think I stated that before, we enjoy improving on the game based on feedback. If you have anything more to add, I'd love to read it.I feel like there's no point in continuing with the game. I'm not sure that I dare to hope for a good game. I'll keep being cautiously pessimistic for now.
>4 hoursSo I've played the demo for about 4 hours before putting it down, played through the tutorial and most of the demo mission. Had some fun with it but I'm just gonna echo a lot of what's already been said. The maps are too big for their own good and that aspect reminds me much more of E.Y.E. Divine Cybermancy than it does Deus Ex. Every hallway and large open connecting area is about twice or maybe three times longer than they need to be. The areas are nice to look at, much like E.Y.E., but there's just too much walking, much like E.Y.E.
The trick is to wind up your RMB stab and shishkebab the enemy. Otherwise, if the enemy isn't dead within one second of taking damage, he will inform the others in his squad of your location. But what you describe does give me an idea: I won't have the enemy do this while he's flinching from pain, should make what you attempted possible. BUT I'll have him report your location the instant flinching is finished. It's a bit of a balancing thing for stealth, having to do headshots in order to remain undetected (those marginally easier when winding up LMB attack for the sabre - a hit to the head with the prod will knock out a dude too).The gameplay seems pretty decent, though flawed, like most immersive sims anyway so what can you really expect. I was over at the building full of commies with the commander on the top and I was on the floor between the roof and the one below with tons of commies in it, where there is one dude in the corner. So I snuck up on him, pounced at him and sabered him to death before he got an alert sound or a gunshot off, but still that somehow managed to stir up the hive of bees below and they came flooding up the stairs.
Those are supposed to be quest items for a totally different area in the communist route, should have made that clear.I had some Explosive Charges that I picked up from the last little escapade and as far as I can tell there's no way to detonate them, I'm assuming I missed picking up some Detonator Switch
Best candidate are the explosive barrels scattered around, but gotta use those strategically. You can also jump on a tank and hack it. Best method is the antitank rifle you get out of one of the quests and RWGŁ explosive rounds, but an average player will probably have to use more than one method to be successful. I will have the map dude consider having fewer tanks and human enemies instead, that should make it more managable.Anyway, so without a way to detonate the charges I have I see only a few options, try the PKM, try the AK Clone, try the grenades or try to move past the tanks and search the area for something better to use.
I love the "sell item from action bar" bug, because it only happens on build. It's a sneaky fucker. After we recently fixed the "delete your items" bug, it's a priority. The dialogue loop is fixed too, applied patch to the current steam build. Itch build is behind.Noticed quite a few glitches and bugs:
As mentioned before, we'll have fuckhuge maps and smaller, more contained ones (think previous demo and tutorial). When we're done with FINALLY reverting back from HDRP and the extra content pass we'll be announcing that and asking for extra feedback if it's more fun.The game has a lot of potential, I don't know how attached the developer is to having these massive gigantic fuckhuge maps
Play the tutorial. If you still feel like you need assistance, hit me up. We've got features that we want people discovering themselves, but I do like giving hints, some stuff is mentioned in my replies above. Our philosophy was "no handholding", but we budged after the initial critique from new players when the steam demo dropped, so the tutorial is a bit more explicit now. Unless your comments are regarding the dev stream. Pretty sure snake went minmaxing and ignoring dialogues, so for those you gotta play yourself. Hope you have fun.Somehow I feel like I'm missing the point of this game. All I see is move around a cyberpunky environment (which does look cool), and gain cyber coins by clicking on guys you see standing around. Is that the gameplay cycle or is there more I'm not seeing?
As mentioned before, if you have a screenshot of the offending staircase, post it and I'll pester the map dude to make it work as intended. If you can't reach a ledge that you think should be grabbable, use your cyber legs.This, plus there are surfaces that seem to be climb-able because they're below eye level when you jump (like from the train tracks to the station's platform) but you actually can't because game logic. After Thief/Shock2/TDM/Prey/Dishonored, it just doesn't feel right to not be able to climb surfaces at higher levels. How hard is it to raise your arms to mantle anyway.
Konoko a cutie. I know it sounds like a cop-out but the our response to both the people who find Marie cute and those absolutely revolted by her is "good. that's intentional", even as we will be possibly refining her face. She is supposed to be uncanny. The game will go deeper into that in the DEEP LORE.That is in line with the western-made anime-inspired retro games that actually existed, e.g. Shogo and Oni:
(ok Konoko doesn't really look bad, but that was released in 2001, they had way more polygons to work with :-P)
Yep, that is on me. I need to turn off edge detection when crouching. Otherwise, if a surface is not grabbable even with cyberlegs, despite looking like it should be (consistently with the rest of the game's surfaces) - that's a bug. I know of one extra annoying surface that does really weird things to the character controller and I still don't know why, so I expect there are a few others like that.I didn't notice that but it actually does sound weird since the game does have mantling at eye level. Perhaps an oversight?
But otherwise it's like the previous demo, wandering around and getting lost, finding cool shit. Like way more dialogue interactions than previous demo, one of the things we took to heart from that one. [..] The size is there primarily our little Marie, with her movement aug, ledge grabbing, sabre parkour and APS projectile staircases is a bit too mobile for a smaller level
What do you use for ADS in such an instance? Middle mouse click? I probably should add an option for sticky aiming.
Konoko a cutie.
Kill Him.The levels are made in Hammer editor and the map designer really loves his Half Life 2 beta and EYE.
Now that you're further along... Is a GOG release actually planned? First time seeing this but I'll play the demo when I get home, it looks fucking awesome.Sure, that's the dream at least.Okay lemmie know when it is up on steam/gog looks cool.