Issue #24, May 16th, 2016
NOW YOU'VE SEEN IT! AND PLAYED IT!
As you’re likely well aware, backers with Prototype Access have been playing
Underworld Ascendant’s Pre-Alpha Prototype for more than two weeks now.
Progression from 2015’s ‘box’ test level to last winter’s “Beautiful Corner” to the recent Pre-Alpha Prototype.
It’s been great seeing the reactions to this latest prototype build – especially comments from folks who
weren’t so sure about the game’s new “Authored Look,” but are on-board now that they’ve seen it up-close and in action.
It’s always nerve-wracking having your work go out to the public. As developers, we’re so close to the project that sometimes we can’t be completely objective. That’s one of the reasons we’ve decided to be so open with the development progress. Your feedback has greatly helped us to refine the game as we roll forward. Many thanks!
Note: If you
don’t have access yet, you can still purchase it as an Add-On on our website
here.
IN CASE YOU HAVEN'T SEEN IT YET...
It’s wonderful to watch people play your game. With the way we build things, it’s especially gratifying watching Let’s Play videos. Gamers always play differently than developers, so hearing first impression comments and watching the trial-and-error is quite valuable.
While all the fan-made video walkthroughs we’ve seen so far have been great, one especially caught our eye:
Young Jack Lilac’s Let’s Play. It’s well-worth checking out.
Also, in case you missed it, IGN posted video of the Pre-Alpha Prototype in action at PAX East.
The footage – which you can find
right here – includes interviews with art director Nate Wells, lead designer Tim Stellmach, creative director Paul Neurath, and OtherSide Austin studio director Warren Spector. Enjoy!
A FEW QUESTIONS FROM THE FORUMS
“The constant head bob is annoying.” –
nodezsh
Yep. Tim’s already fixed the headbobbing. (Technically, it’s still there… just slowed down by a factor of 1000.) It’s worth noting that movement in general will be a work-in-progress for some time. Since it’s the spine of any first-person game, it takes a lot of tinkering to get
just right.
“It still feels like I would prefer some way to target my spells.” – Jenuall
Non-targeted spells are in there on-purpose right now. We plan on having another rune modifier for spells, one of which would be targeting. The idea is that a novice is tapping into the great power of spellcasting and doesn’t yet have the skill to correctly harness the power. They can cast the spell, but it is still a bit ‘wild.’
Later on, if the player puts skill into casting, they become more and more refined and controllable. It’s like learning how to do anything… At first, you might be able to
throw a ball. With practice, you can hit a target with it.
“I was disappointed that hurling a pile of crates at the strong skeleton using the move air spell didn't knock it off the ledge... or even slow it down at all. Also that throwing swords did nothing.” -Vanyelxp5
This is one of the features that didn’t make it in. Yes, thrown objects will do damage. Thrown swords might become a skill. (Think “Long Distance Sword Impale of Awesome.”)
Some more general responses to common observations…
“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. The next area is being built completely with gameplay in mind. Jump heights, mantle heights… 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’s so much collision that was hand made — which is a special kind of hell to try and do when there’s so much in the level.
“The player hand obstructs the view when crouching”
That will be fixed soon. Stealth also wasn’t supported. (Though ‘crouch makes you invisible’ might be in the build.)
“Hey! A basketball Easter egg!”
Seems like it should be in every LGS inspired game. Look for it and designer ‘sigs’ throughout the game as we make it. We believe in designers putting their ‘mark’ on their work.