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looks good so far
Well, it matters because it seems that there isn't a clear vision and, after all this time, we're still in the dark about a lot of mechanics and other fundamental aspects of the game, not to mention the badly inadequate communication from developer.Does not matter when they got enough funds to keep working on it.
not to mention the badly inadequate communication from developer.
People here seems to be a bit salty regarding the change of the art direction. While I do not really care much about it, there is no explanation on why is that even happened and no one bothered explaining that. Originally the game was suppose to look different:What more would you like to see?
Latest development updates: a bunch of people, some artworks, more artworks. Backer builds are a joke, I think everyone expected real development builds and not tiny demos. Important questions dropped, like the reason for the art direction "betrayal". That's not communication, it's propaganda.What more would you like to see?
Latest development updates: a bunch of people, some artworks, more artworks. Backer builds are a joke, I think everyone expected real development builds and not tiny demos. Important questions dropped, like the reason for the art direction "betrayal". That's not communication, it's propaganda.
But don't worry, it's only me. Everything's alright.
Thank you, sincerely.You are capable of making a decent point, I've seen it.
I have nothing to add to what I (and PanteraNera) said in my previous post: only time will tell, but 8 months are not enough from a pre-semi-alpha to 1.0.But when you start throwing around words like "betrayal" and "propaganda", it makes it difficult to take you seriously.
discord said:UnstableVoltage 26.09.18
We had experimented using a very realistic looking globe. However, once you start to add the UI elements and POI icons, it becomes very messy and hard to see. We decided to go with the virtual globe as it’s much cleaner and easier to read with a lot on it - especially with the mist.
Important questions dropped, like the reason for the art direction "betrayal".
There is also very little definite info regarding characters, their stats, classes and progression. A fundamental thing we know so little of.
So lets compare the new geoscape with the old (shown on Fig):
So we already got astreamlinedcontroller-centric GUI, so handicapped people can as well enjoy PP.
only time will tell, but 8 months are not enough from a pre-semi-alpha to 1.0.
Almost everyone agreed on the fact that you perfectly nailed the mood and art direction with the fig prototype, just because your backers aren't mainstream public - feeded and grown up with generic sci-fi tropes - and know well what they want from a game like this. If the narrative doesn't match with the original design so let's change the narrative, because this isn't a movie, an illustrated book or an adventure but a strategic/tactical videogame and atmosphere and gameplay come first. That's just a cheap excuse for aiming shift towards mass market and can't work here like on Facebook, I'm sorry.After speaking with Julian: The main reason for the artwork shift is that as the story became more complete and fleshed out, the less the concept artists' original designs fit in with the narrative.
Almost everyone agreed on the fact that you perfectly nailed the mood and art direction with the fig prototype, just because your backers aren't mainstream public - feeded and grown up with generic sci-fi tropes - and know well what they want from a game like this. If the narrative doesn't match with the original design so let's change the narrative, because this isn't a movie, an illustrated book or an adventure but a strategic/tactical videogame and atmosphere and gameplay come first. That's just a cheap excuse for aiming shift towards mass market and can't work here like on Facebook, I'm sorry.After speaking with Julian: The main reason for the artwork shift is that as the story became more complete and fleshed out, the less the concept artists' original designs fit in with the narrative.
I myself appreciate a good and fleshed out lore, but story can't be central for a strategy game; in any case I read everything published so far and there is nothing that really doesn't fit with original design.You may not appreciate the importance of the story, but there are many who do
Right, but you asked crowdfunded support for a specific kind of vision. I think that, in case like this, there is a sort of moral obligation to, at least, try to remain true to the initial premises.The current look of the game may also be more mainstream - but again, as a business making a product, of course we want it to appeal to as many people as possible.
Mine was a rhetorical question, I already knew the answer.I'm sorry you didn't get the answer you were hoping for. At least you got an honest one.
I still have no idea why you even use classes though. Seems to be an outdated mechanic that heavily restricts players in their choices.The character progression and skills are going to be a large part of the RPG side of the game. Because of this, it is something we absolutely wanted to nail. Julian has always had a broad framework for how he wanted the classes and progression to work, and a lot of time has been spent testing and fine-tuning how classes and skills will work mechanically. We recognise that many people are on the fence until they see this in action. After speaking with Julian today, he informs me that they're (Julian and a couple of the other designers) working on a few last minute modifications to a few details and we will be revealing how these systems work by the end of October.
you asked crowdfunded support for a specific kind of vision. I think that, in case like this, there is a sort of moral obligation to, at least, try to remain true to the initial premises.
Because the game will take 16 or 24 more months to be finished and bug free for release.why do we not know more about soldier classes, soldier stats, the inventory, the geoscape, base building, research, use and role of land/air vehicles and so on at this point?
wonder when the game mechanics getstreamlinedeasier to understand and what the result will be.
I have a mentally handicapped cousin.Of course, we want as many people to be able to enjoy our game as possible
Enter big titted Siren.The sort of John Carpenter/Clive Barker-esq bodily horror, flayed flesh concepts no longer fit the game's story
What is a concept render and how was it made?a polished concept render
How many?of course we want it to appeal to as many people as possible.
Big titted Siren is obviously the romance choice in the game.
The main reason for the artwork shift is that as the story became more complete and fleshed out, the less the concept artists' original designs fit in with the narrative.
Big titted Siren is obviously the romance choice in the game.
PP synopses:
The impossible love story between a Phoenix Point lowly private and a washed away Siren upon the background of humanity's last ditch effort to save itself from an ancient water loving virus.
Each disavowed by their faction, they battle insurmountable odds which will culminate in an cataclysmic event that will shook the foundations of reality itself.
This epic saga that started with a casual stroll on the beach and the glistening peckish firmness of a pair of alien breasts, will take the reader on a tumultuous journey and by the end, engulf him within a marvelous cathartic release.
Thanks for the reply to my RP Wochenschau-journalist post!You're comparing a polished concept render (Fig), with a low-quality gif of an unfinished asset. The graphic I used for the gif of the new Geoscape is literally just the globe texture with day/night lighting. It doesn't have the Mist, Overlays or any of the UI elements visible.
To me that sounds that you scrapped the "very realistic looking globe" (old polished concept render from Fig) and instead go for a "virtual globe" (unpolished pre-alpha gif you posted).UnstableVoltage 26.09.18
We had experimented using a very realistic looking globe. However, once you start to add the UI elements and POI icons, it becomes very messy and hard to see. We decided to go with the virtual globe as it’s much cleaner and easier to read with a lot on it - especially with the mist.
Yeah basically the same you said before (Feb 28 2018):It isn't just the handicapped that use controllers. There are many people who play via a TV using a controller (or even play directly on their desktop with one). Of course, we want as many people to be able to enjoy our game as possible. We make no apologies for that.
It's much easier to add controller support at this stage than trying to get it to work later. Whether we like it or not, a lot of people do play with a controller these days. With Steam boxes and so many more PCs occupying a space in people's living rooms, connected to TVs, we'd be insane not to provide a control method for those users. We also have to consider users with reduced motor functions, who often find a controller easier to use than M/K
So instead of what you initially said what you want to do you went the other way "we want as many people to be able to enjoy our game as possible". And not even a compromise like doing two GUI's.Julian Gollop said:The bottom end of the table reveals that you clearly want the focus to be on a PC based, single player experience. It would definitely be wise of us to place our limited resources in this direction.