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KickStarter Underworld Ascendant Pre-Release Thread

Gord

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Feb 16, 2011
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I look at those screenshots, and what I'm most wondering about is what is producing the lighting. Is there a lava stream running through the room?

It definitely gives the impression that there is a lot of lava nearby.
 
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
So, I've created a new video featuring the new 'Underworld Arena' for the Underworld Ascendant Prototype.

Let me just say this: Motion Blur, Motion Blur, Motion Blur.

The combat is a little janky, the easiest way to kill the cyan guys is to repeatedly click the attack button. The parkour is a little weird as like the wall hit detection doesn't always happen, making it frustrating to actually do what you want to do when you want to do it. You go faster by sliding, like literally, it accelerates you. But I went through each of the rooms (except for the training room, since it's the same as the actual timed course). My final time on the course was 1:07:98. I'm liking the gameplay so far, but the combat needs a little work.

Wall jumping IS NOT as easy as I make it seem in the video.

 
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Durandal

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My team has the sexiest and deadliest waifus you can recruit.
Rogues in RPGs are usually just shittier warriors who can lockpick and wield bows better than other classes, except bows are useless in any non-realtime RPG because of the combat mechanics inherent to realtime RPGs and poor crappy gear variety compared to other weapon types since playing as an archer is rarely any fucking fun.
The addition of acrobatics and parkour could make a rogue stand out in combat from other classes, and exploration-wise parkour opens up a whole slew of possibilities exclusive to other classes that aren't just 'lol locks everywhere, only theifes can get past here'
Let's hope they do the execution right.
 
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I actually think those screens look pretty great. Definitely very stylized, but that's not necessarily a bad thing. Reminds me of a higher quality version of 80s fantasy animation like He-Man and The Hobbit.
 

Infinitron

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https://www.othersideentertainment.com/forum/index.php?topic=1072.msg17124

We did an update to the playground today!
NEW:

A skill panel! Skills are placeholder and by no means final, or even close to the order they will be in. Really, it's just a panel to select skills at the moment.
Double Jump . Like the name says, air control with it is pretty awesome too. I'm able to jump around corners using it.
Lift object. Limit right now is around 80kg. You can pick up and throw a body easily. Now you can clean up after killing enemies in the combat pit and put them in the dumpster where they belong.
Better Jump Skill - you jump with more power.
Climb rope Skill - you climb faster.
Note: basic climb of a rope is now slower.
Sprint Skill- Beep Beep. You sprint faster than a normal human. Also added a speedometer. -- it comes out to around 15/16 mph top tier athlete, but not Usain Bolt.
Invincibility - not final name. A chance of returning to life with half your health.
DASH! A dash ability that acts like the teleport from Dishonored.

BUG FIXES!

Fix to the IK climbing ropes
Fix to prefabs and their meshes not being shared causing performance issues.
Fix to wall running -it is now easier to execute
Fix to wall sliding is also easier now.
 
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Are those skills-skills (i.e. with a numeric value attached) or basically perks (binary)?

Perks, but you can take multiple levels in some of them, like Fallout.

Here's a screenshot.

hhfJQFc.jpg
 

Aenra

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Now we have double-jumping too? I can't believe this shit..

Am getting that Tomb Raider vibe again, eerily strong. I hope the wizard can simply use UUS+HUR+POR and be done with it. Am way past my button mashing age, sorry guys :)

edit: If the devs are reading this thread, it would be so very tragic if we all ended up like --Zep. Could you please put an end to the platformer shit? We kinda want an RPG here. Thanks.
 

Aenra

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You have a point, but there's a fine line here. Improvement is always welcome, but when we're talking real time, the factor of --actual--, physical reflexes soon comes strongly into play. Once you get there, things start going akshunie downhill.
Even if the game ends up being really really good as far as its other elements are concerned.
 

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You have a point, but there's a fine line here. Improvement is always welcome, but when we're talking real time, the factor of --actual--, physical reflexes soon comes strongly into play. Once you get there, things start going akshunie downhill.
Even if the game ends up being really really good as far as its other elements are concerned.

No, it's an action-RPG. It's supposed to require --actual-- physical reflexes. You sound like an out-of-touch snob who thinks "action" is for the unwashed proles.

Regardless, these are optional perks and they've interated time and time again that the combat is being designed for tactics rather than reflexes, so I don't see cause for concern on your part.
 

V_K

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For me the problem is not the abundance of action options per se, but rather the lack of character build options that could compensate for lousy reflexes.

(but my laptop probably won't be able to run it anyway, so I might as well stor worrying)
 

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but rather the lack of character build options that could compensate for lousy reflexes.

"Invincibility"? :) All of these perks have descriptions btw, including the unimplemented ones. Let me I see if I can copy-paste them all somehow...
 

V_K

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but rather the lack of character build options that could compensate for lousy reflexes.

"Invincibility"? :) All of these perks have descriptions btw, including the unimplemented ones. Let me I see if I can copy-paste them all somehow...
Nah, what I mean is that if, for example, Jump was a skill with a numeric value that controlled maximum height and distance of your jumping (like Acrobatics in Morrowind), than you could train that skill to compensate for sucking at platforming. I see no such options here.
 

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