Maxwell's Demon
Arcane
Not when those games are that old.
Also the skeleton is using a drunk animation set, so yes they are drunk.
You're correct tho--we grabbed whatever and ran with it. We have a couple of really good animators in the cue--one of them did the 'taunt' where the skeleton screams at you--easily the best and most expressive piece the skeleton has.
Thanks! The update is due tomorrow. Looking forward to hearing your feedback -- and the crazy methods you can devise to access all of the hidden gold bars.
The skeleton with the "strong" glowing eyes, helmet and armor, and glowing war paint is also... well, you'll find out soon enough.![]()
The Wood shader needs some serious love. It's one of those tasks that kept getting pushed down the list because of more pressing needs. The shape and feel is all there, but i agree its very plastic.
Rats--oh I so agree...8 legged rats with big pointy teeth.
Sound--we didn't do much with sound on this demo. Thefastestmanalive is awesome, but I'd rather he concentrate on the overall task of what sound is, and not banging out placeholder not representative sounds for a prototype.
Lighting- part of the brightness of the end area has already been toned way back. But, there is a ton of discussions inhouse about 'real' lighting and 'game' lighting. I would love if we can do every light has a source in the world...but in all honesty that can be extremely difficult to pull off, and can easily not look great. In my opinion that is the bar I want to hit, but reality might interfere. In the opening hallway area there is only one non-sourced light in the whole section, really to show off the difference between the two philosophies. (the green glow is just a point light-everything else has a source be it torch or lava)
The next area I'm building I hope to have no game lighting...and see where that takes us. It also won't be lava or orange...partly for my own sanity.
As I mentioned earlier, there is some material work to be done to the skeletons, and animation is all work in progress too. For that matter so is the model, but I admit, I'm pretty pleased with the model itself.
Today, we’ve uploaded our new PRE-ALPHA PROTOTYPE for you to test out!
If you already purchased it, it will be uploaded to Steam this afternoon!
If you feel left out and want to take it for a spin:
Go to https://underworld-ascendant.backerkit.com/hosted_preorders
Add "Prototype Access" to the cart and click check out
Enter the email address to use; I suggest the same used for Kickstarter or your OtherSide account
Wait until your payment is processed; this is not automatic so can take time (up to 1 week--poor producer does this manually)
Go back to backer kit and retrieve the account, and copy the code in the Digital Reward section. Paste that into Steam.
In it, you’re tasked with discovering what led an Underworld settlement to become overrun by undead. Four story tablets detailing the events are hidden in randomized locations throughout the level, such as inside chests, in sarcophagi, on raised platforms, or behind objects. Runestones (a required component in formulas for spells) and bonus gold bar collectables can also be found, sometimes in spots that require careful thought and skill to reach.
This area is infested with a band of fierce skeleton warriors, who you can battle with a longsword, stealthily evade, or devise other clever ways to deal with them. (Hint: Many objects in the world react to fire, air, earth, and plant spells, allowing for fun experimentation.)
While previous maps features blank, featureless walls and floors, the PRE-ALPHA PROTOTYPE shows progress on the game’s “Authored Look,” which attempts to recreate the look and feel of hand-sculpted fantasy miniatures and tabletop boards.
At the same time, it is an early work-in-progress. The visuals and audio will continue to improve steadily over the balance of this year. Current placeholder elements -- such as the player model, the user interface for spell casting, and spell effects -- will be greatly refined.
Its look and quality are in no way representative of the final game, so expect to see a few rough edges, but we hope you’ll like the direction it’s headed.
HOW TO PLAY
A PC with a good graphics card (960 NVIDIA class card or faster) is recommended. The map is not yet fully optimized for frame rate.
If you’ve played the previous prototype maps before, make sure you close Steam and restart it to prompt the update.
If you haven’t played the prototype maps yet…
First off, you’ll need Steam and to look up the Steam key you were sent earlier.
To activate it, follow these simple steps:
1. Launch the Steam client software and log into your Steam account.
2. Click the Games Menu, or in the lower left corner is a ‘+ Add a game’ button.
3. Choose Activate a Product on Steam...
4. Follow the onscreen instructions to complete the process.
Enjoy! We look forward to your feedback and hearing the craziest methods you devised for tracking down all the hard-to-find loot.
Best,
All of us at OtherSide
Play Notes
SWINGING A SWORD & CASTING SPELLS
To swing a sword:
• Draw back to prepare a blow (hold down the Left Mouse button or Right Trigger for at least a beat), then release when you want to make the attack. If you hold down too briefly your attack will be aborted.
• Holding longer produces a more powerful chop.
• Swinging while backing up produces a stab.
Note: This is not necessarily the final swing mechanic the game will use.
To cast a spell:
• Hit Tab or Back to bring up the Rune Menu
• Enter in a spell formula
• Hit Tab or Back to exit the Rune Menu
• Cast the spell by hitting the Left Mouse Button or Right Trigger
A few useful spell formulas:
• MOVE AIR (Ehwaz Hagalaz): Creates a blast of air
• MOVE EARTH (Ehwaz Eiwaz): Levitates stone objects
• MOVE PLANT (Ehwaz Jera): Levitates wooden objects
• CREATE PLANT (Berkanon Jera) (while aimed at a ceiling): Produces a climbable vine
• CREATE FIRE (Berkanon Kenaz): Lights wooden objects on fire
To switch back and forth between Spells and Swords, press 1 and 2 or Y.
OBJECT INTERACTION
• To interact with an object, tap E or X.
• To grab an object, hold E or X. Then, to drop, hold E or X again.
• Many doors are locked, but since they’re made out of wood can be chopped down, burnt down by spreading fire (by holding a barrel up to a torch, then holding it against the door), or burnt down using a CREATE FIRE (Berkanon Kenaz) spell.
• Stone coffin lids are very heavy, but the player can open them by either:
o Grabbing and pulling up, over, and down. (Note: This is intentionally tough.)
o Casting a MOVE EARTH (Ehwaz Eiwaz) spell on them to make a lid levitate.
• Objects suspended by rope can be dropped by setting the rope on fire.
Controls
GAME CONTROLLER
• Look – Right stick
• Move – Left stick
• A – Jump
• B – Crouch/Uncrouch
• Left shoulder – Hold to sprint
• X – Interact (Tap to frob. Hold to grab or drop.)
• Start – Pause menu
• Y - Switch between Spells & Sword
• SWORD
o Right trigger – Attack
o Hold to prepare an attack. Release to attack.
o Hold longer to ready a chop.
o Hold while retreating to stab.
• SPELLS
o Back - Access menu to enter rune formula
o Right trigger - Cast selected spell
KEYBOARD
• WASD – Move
• Mouse - Look
• Space bar - Jump
• Ctrl - Crouch/Uncrouch
• Shift – Hold to sprint
• E – Interact (Tap to frob. Hold to grab.)
• Escape – Pause menu
• 1 - Select Spells
• 2 - Select Sword
• SWORD
o L-Mouse – Attack
o Hold to prepare an attack. Release to attack.
o Hold longer to ready a chop.
o Hold while retreating to stab.
• SPELLS
o Tab - Access menu to enter rune formula
o L-Mouse - Cast selected spell
Known Issues & Placeholder Art
In this work-in-progress prototype, you may encounter a number of known issues, including, but not limited to:
• Fire cannot be transferred to crates and lava currently does not set objects on fire.
• Missing audio for opening chests, rune pick-up, and player footsteps.
• Placeholder character model.
• Early pass at vfx for spells and fire.
• Missing or placeholder destruction state for objects like crates and barrels.
• Occasional pathing issues for skeletons.
What's with the idle sway when standing still? Needs to be less subtle. Looking good though. Hope it ends up everything the older games were and more.
Chris Siegel said:Collision/getting hung up on objects--There are a number of issues going on with the geo, from some just being problematic and annoying, to some assets not made correctly , to a combo of both. The next area is built completely with gameplay in mind, jump heights, mantle heights exc. all being prebuilt into the assets we are going to be using to make the world. To avoid some if not most of the collision issues you have experienced the collision will be done early in the asset creation. There is so much collision that was hand done--which is a special kind of hell to try and do when there is so much stuff in the level.
Lighting skeletons on fire--that will come.
Crate thrown objects causing damage- it’s in the current sprint. We are big fans of throwing things.
Movement and whatnot- this will be continually tweaked as we go. Right now it is 'good enough' that we can get around and work on other stuff.
Idle animation- yes that will go away. It drives me nuts too. If we didn't shut off the footsteps, it sounds like you are tap-dancing while standing still.
Spell targeting--that will be available eventually. For now, just pretend you are a wild mage.
Player hand obstruction—yeah that won’t be there long.
Stealth was not supported. I think ‘crouch makes you invisible’ might be in the build tho.
The basketball—nah just threw it in there. Seems like it should be in every LGS inspired game. Look for it and designer ‘sigs’ throughout the game as we make it. I believe in designers putting their ‘mark’ on their work.
This is a playthrough of the Undworld Ascendant Prototype that Otherside Games released a few days ago.
This playthrough includes getting all of the collectibles and exploring most of the areas and features that the prototype level has to offer. This includes skills, acrobatics, (some) magic, sneaking, and swordplay.
There are some minor framerate issues right at the beginning and then one time at the very end, but otherwise it's a really smooth ride on the 'good' graphics setting (was having some really horrible/unexplainable framerate issues while recording at a higher resolution and higher graphics levels).
This is a bit late on being uploaded because life got in the way =P Hope you guys enjoy though![]()
Folks muscling in on Nekot's niche.