Doctor Sbaitso
SO, TELL ME ABOUT YOUR PROBLEMS.
- Joined
- Oct 22, 2013
- Messages
- 3,351
~$76 average pledge through $73,000 in under 3 hours. Good early momentum.
Brian Fargo @BrianFargo 7m7 minutes ago
We have become a major backer for Underworld Ascendant thanks to the http://kickingitforward.org/ initiative. @Kickstarter http://kck.st/1yH1wpv
I would pay to block co-op. Such a distraction for something that is not important for this franchise.
After crowning a co-op game RPG of the Year 2014 (twice) you'd think people would lose their fear of it.I would pay to block co-op. Such a distraction for something that is not important for this franchise.
This please.
After crowning a co-op game RPG of the Year 2014 (twice) you'd think people would lose their fear of it.I would pay to block co-op. Such a distraction for something that is not important for this franchise.
This please.
After crowning a co-op game RPG of the Year 2014 (twice) you'd think people would lose their fear of it.I would pay to block co-op. Such a distraction for something that is not important for this franchise.
This please.
Just one question. Saying that (heaven forbid) your Kickstarter doesn't meet it's goal, do you guys have a plan B or?
Yes, Plan B from Outer Space.
We hope we won't need Plan B, but we do have something in mind. Rather not spend time thinking about that now.
Do the source codes to UW and UW2 still exist? Is there any chance of those ever being released so that people can make modern source ports?
We do in fact have the source code. We're actually offering digital PC copies of the original Underworld 1 and 2 also, on pledge tiers $75+
To be honest, I never played original Ultima Underworld but I know it influenced games I like: Thief, Deus Ex, Arx Fatalis, Dishonoured... (Ralph Colantonio always goes on and on about how great Underworld is and how it inspired him to work on games). I wanted to ask, how hard it will be to players like me to get into Underworld Ascendant? Will be it oldschool (which means fun, but sometimes quite difficult) or more modern, with lots of convenient features like mini-map etc?
We do want make it easy for our new fans to get up to speed. At the same time, the game will have less hand-holding than many modern games, and the challenges will ramp up.
Paul Neurath said:We're not sure about winning the game entirely without fighting, but certainly players can rely on stealth in many if not most encounters.
Paul Neurath said:All our focus is on Underworld Ascendant for now. If we hit our expectations on that, we'll explore other games.
Paul Neurath said:Heavens, no. We think it's fun to get lost. We do it all the time. We don't like rails. Not a fan.
Paul Neurath said:We do want make it easy for our new fans to get up to speed. At the same time, the game will have less hand-holding than many modern games, and the challenges will ramp up.
Paul Neurath said:Looking back the two decades since we did the Underworlds, there's actually less innovation in gameplay than we would have thought. Videogames are still a new medium, with lots of room to innovate still. It's what we love to do!
Paul Neurath said:We'd like to get away from the D&D-style stats, old-school character classes, the original user interface (though great for its time), saving the princess...
I don't think you need to design your entire game around coop to make it i) not a huge timesink in development, ii) have it not negatively impact the single player gameplay, and iii) make it worthwhile.D:OS was designed completely AROUND the co-op feature.
This project is just adding it. And it's a huge waste of time and money.
Paul Neurath said:We do want make it easy for our new fans to get up to speed. At the same time, the game will have less hand-holding than many modern games, and the challenges will ramp up.
I have a question regarding the visual fidelity of the current ingame footage. How close to the final product you're aiming for would you say it is, say on a scale from 1 to 10? Also I see you're using the Unity engine for the prototype. Is Unity 5 the target engine for the final product, or are you considering other engine options as well (UE4, CE3 etc.)?
Don't know about 1 to 10, but it's an early prototype, with a lot of focus on proving gameplay concepts. We don't spend time doing fancy graphics until we get gameplay rock-solid.
In my experience, many Unity-powered PC games, especially those with a big world to explore, have suffered from poor optimization and performance issues. I can't imagine someone realize a dynamic and huge underworld with first-person view in Unity without those issues.
Is Unity the engine for the final game, or only for the prototype purpose?
We've got some tricks up our sleeves. We understand the importance of achieving good performance.
Oh boy, will CyberP become to this game what hiver became to Wasteland 2? Only time will tell.
100k reached in 4.5 hours.
Unity... why does it always have to be unity...
Unity... why does it always have to be unity...
I doubt we'd see as many Kickstarted games if it weren't for Unity - it might be flawed, but it was crucial in the process of allowing crowdfunding to become a viable business model.
Unity... why does it always have to be unity...
I doubt we'd see as many Kickstarted games if it weren't for Unity - it might be flawed, but it was crucial in the process of allowing crowdfunding to become a viable business model.
It's a crutch, All the unity games i have played have had performance problems, and in a, i suspect, seamless first person rpg of the scope of underworld, it might prove problematic.