Melan
Arcane
It will never come out.Well at least Zep thinks it exists at this stage.
It will never come out.Well at least Zep thinks it exists at this stage.
I watched a video...Not impressed, AT ALL.
This is no Underworld Sequel (or a "spiritual" blah blah blah herp-a-derp "successor").
UU 1 (great) and 2 (mostly) were good games...this...not even close to them.
Zep--
I watched a video...Not impressed, AT ALL.
This is no Underworld Sequel (or a "spiritual" blah blah blah herp-a-derp "successor").
UU 1 (great) and 2 (mostly) were good games...this...not even close to them.
Zep--
Well at least we can look forward to you spending time to create savegame editors for games you think are shit.
What is it that you would want?
A while ago Will posted a screenshot of an interface that looked something like a cross between UW1 and SS2. Hopefully that's still in the works.
Yep, still there, and the spellcrafting isn't gone either. We hid them both to focus on the moment-to-moment gameplay. I'm actually fiddling with the inventory and spellcrafting menu now. It's gonna be easier to use than the prototype one, which was basically a pile of runes. I'll post some screens next week, it's easy to move UI elements around so expect things to keep changing.
When it comes to the wands, think of them having the rune formulas inside them (cause thats actually what they're doing). So when you find a wand it could have a rune formula with a rune that you've never picked up before.
Regarding the deep, dark Underworld look? You'll see that represented in Fort Evidius in The Underswamp. (Sooner than you might think...)
What is it that you would want?
For you to have a couple more years posting history under your belt.
Zep--
IMO if you set aside the expectations you might have a for a game that's been in development for two and a half years, this doesn't look or play bad at all for a pre-alpha first person game developed on a budget.
Funny that nobody here is asking what happened to the runic magic from the prototype.
It looks terrible. I've seen game jam games that looked better.IMO if you set aside the expectations you might have a for a game that's been in development for two and a half years, this doesn't look or play bad at all for a pre-alpha first person game developed on a budget.
Funny that nobody here is asking what happened to the runic magic from the prototype.
https://www.othersideentertainment.com/forum/index.php?topic=1794.msg23565#msg23565
A while ago Will posted a screenshot of an interface that looked something like a cross between UW1 and SS2. Hopefully that's still in the works.
Yep, still there, and the spellcrafting isn't gone either. We hid them both to focus on the moment-to-moment gameplay. I'm actually fiddling with the inventory and spellcrafting menu now. It's gonna be easier to use than the prototype one, which was basically a pile of runes. I'll post some screens next week, it's easy to move UI elements around so expect things to keep changing.
When it comes to the wands, think of them having the rune formulas inside them (cause thats actually what they're doing). So when you find a wand it could have a rune formula with a rune that you've never picked up before.
Regarding the deep, dark Underworld look? You'll see that represented in Fort Evidius in The Underswamp. (Sooner than you might think...)
Tim's been tweaking the magic skill designs. The last I looked in the mage playstyle tree you can change what runes are slotted inside a wand, effectively making wands quick casts. Casting one spell then another in quick succession was an issue with the prototype build, wands will help, and the new rune panel will have some form of 'last spells casted' (I'm gonna play around with a few ways to approach that).Any chance of creating custom wands?
I want to fix a few major bugs and push those out. I also want to add a "submit bug" button and bring back the feedback button (I stopped using the backend analytics service of the feedback button). But we won't be doing too many fixes to it simply because already in our development branch there are tons and tons of differences.
if you set aside the expectations you might have a for a game that's been in development for two and a half years
The one concern I have at this point is that they need to retain the oppressively dark, lonely and claustrophobic vibes of UU. I would like to see that they are planning for that facet.
The good news is I will be able to buy this game with my social security check.