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Urban Strife - turn-based zombie survival RPG - coming to Early Access on December 10th

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Any change for early tasters of soundtrack?
 

USG_Mucifikatorul

White Pond Games
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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Sorry about the loud clicks, my sound settings are quite weird for some reason.


sound.PNG
 

USG_Mucifikatorul

White Pond Games
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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
New dev notes

17.10.2014
- The new reaction voice quotes have been coded into the game, expanding the present system from about 5 events to almost 100 per character.
- We're playtesting the new voices, tuning them and adding new quotes where events are often repeated such as move commands.
- We've completely overhauled our interface hover system, adding much needed information to a lot of places on the hud.
- We've also redesigned the hover windows to properly display weapon characteristics, values, attribute growth, perk status and effect, etc.
- Much of the RPG script for the first act has been fine-combed and updated to respond to the new skill checks and provide clues where needed.
- We've also added two new sidequest encounters between Courthouse and Supermarket (not random, mini-stories tied to the main plot but without critical effects on it)
- We did one of the many needed passes through the whole inventory of items and recipes and adjusted prices and weights for composite items.
- We have added left-over items when an item is used up so now an expanding list of items will break apart in components, becoming refillables.
- First one being a plate carrier vest that can be reused after the ballistic plates get destroyed.

Also the new gameplay trailer is ready, but for that one you need to wait on marketing to give the OK. I am just teasing, cause it's pretty damn good.
 

Gargaune

Arcane
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Mar 12, 2020
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Game's looking good, though I'm not crazy about the variable dialogue box placement. Personally, I'd rather have all the dialogue in the single box down on the lower edge of the screen, and if you need the extra feedback to indicate who's talking, you could have the camera move from character to character. Also, combat animation seemed a little slow, e.g. throwing a molotov click-to-effect is like six seconds, hopefully there'll be a speed setting? Oh, and presumably this is a WIP, but I'm guessing enemies will vocalise getting hit somehow in the completed article.
 

USG_Mucifikatorul

White Pond Games
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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Trust me, camera moving from one speaker to another is way worse than it is now. You get motion sickness in like minutes. We went through all known solutions, we considered having bottom dialogue like Wasteland 3, arching options like in JA3 or ME, but we found this to be the best compromise, although it does bring its set of problems to have boxes all over the screen.

Some animations are still not ideal, but we simply didn't have an inhouse animator that would reliably churn out animations at the rate such project demands. We recently had some outside help with them and we'll prob continue to improve in that area. We can't really speed the entire animations system up, because that would mess up so many mechanics, from ballistics to time passing, that it would not even make sense. Imagine playing a FPS where some players would be allowed to randomly use a speedhack. It would be something similar for our game.

When it comes to voices, we have just added a lot more voice effects and yes, there will be audio for the enemies getting wounded too. We have them recorded, it just takes a while to set them up inside the game.
 
Last edited:

Gargaune

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Trust me, camera moving from one speaker to another is way worse than it is now. You get motion sickness in like minutes. We went through all known solutions, we considered having bottom dialogue like Wasteland 3, arching options like in JA3 or ME, but we found this to be the best compromise, although it does bring its set of problems to have boxes all over the screen.
I was thinking of how PFKM moves between speakers in setpiece dialogues, and that's just if you wanted an extra indicator of the talking NPC and not simply a coloured circle or something. Either way, it's no big deal, I just found it a little awkward as my eyes were darting all over the screen to follow your dialogue. The floating scraps do look cool.

We can't really speed the entire animations system up, because that would mess up so many mechanics, from ballistics to time passing, that it would not even make sense. Imagine playing a FPS where some players would be allowed to randomly use a speedhack. It would be something similar for our game.
This might be worth mulling over some more prior to release, a speed setting for animations is often desirable in TB games. The combat flow in the video seemed on the slow side overall, and if you're gonna count six Mississippis on every mundane grenade throw, that's gonna get old right quick.
 

jakkis

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Dec 21, 2022
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Dialogue on the bottom together with the character portrait + some sort of highlight on the talking character is best
 

USG_Mucifikatorul

White Pond Games
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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Dialogue on the bottom together with the character portrait + some sort of highlight on the talking character is best

The active speaker/leader of the party has his/her card a bit higher, but maybe that's too discrete. We might tweak that too, good point.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

As promised, here's another sneak peek of our upcoming title, Urban Strife. This time we're showing a short night fight, to fit the theme of Steam Scream Fest we are attending. Please take this combat with a grain of salt - we've intentionally used a lot of noise makers to draw out the zombies. Do not try this at home, we are professional zombie killers (we also tend to die a lot in our playtesting but we edited out that part).
 

agris

Arcane
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Apr 16, 2004
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i unironically love how the US is imagined by your dev team.

"Jesper", "Billy Bo", just lol.

the game has charm, can't wait to play. it's a shame about the animation speed, but i'm sure you'll take this lesson for the next game.
 

rojay

Augur
Joined
Oct 23, 2015
Messages
490
"Let's go!" needs to go.

Edit: I don't just mean in this game. I mean people who say "LET'S GO" unironically should stop.
 

Harthwain

Magister
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Dec 13, 2019
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5,400
I will be surprised if this turns out to be Early Access. They did demos and a lot of "playtesting", and the game is "approaching launch" so it doesn't sound like they need to use more guinea pigs via Early Access.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
From discord:
**04.11.2024** resource steam as always
- We've sent another batch of reaction VOs for recording after initial implementation & feedback
- We've finished the design and implementation of a full-featured timeline control in game that will both allow time controls and show incoming events/crisis
- Travel will also be adjusted to work with the new timeline: you will see your team moving in real time over the map and the ETA as a future event.
- The medical system has received its top layer, the hospital/trauma healing that removes any lasting injuries.
- The system is different in cost and method for each faction (and home base), each with its pros and cons.
- Army and Shelter will provide hospital beds, bikers and cultists will offer alternative "takeaway" solutions.
- Healing was also integrated with the new timeline, to show the exact time when each wounded is recovered.
 

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