![Developer](/forums/smiles/titles/developer_flag.png)
- Joined
- Sep 4, 2018
- Messages
- 413
![Grab the Codex by the pussy Grab the Codex by the pussy](/forums/smiles/campaign_tags/campaign_2018.png)
![Steve gets a Kidney but I don't even get a tag. Steve gets a Kidney but I don't even get a tag.](/forums/smiles/campaign_tags/campaign_steveskidney.png)
Okay mister, when is the demo coming out?
When it's ready. Before the next festival that's for sure. Hopefully before we crack from overwork and lack of sleep and start flinging bananas at each other.
Okay mister, when is the demo coming out?
Is it ready yet?When it's ready.
so can I disable this?Tutorial level & dynamic help widget
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You will start the game in a micro tutorial level, that will both introduce you into the story and teach you basic gameplay elements. Just follow the instructions in the new Help Widget. This widget will show up each time there are new elements in the game and offer quick help to the new players. It is not game blocking and you will be able to close it once you have acquired enough experience.
Thanks for the quick reply.Yes, we'll have options for those the prefer a more immersive gameplay to disable helpers. Probably not for the demo but definitely for the release build.
Think of it this way - you have two dimensions with which you can fill with UI elements. Vertical, and horizontal. You're designing a game in the 2020s, which means your audience is using widescreen 16:9 monitors. 16 wide, 9 tall.The UI has been redesigned a couple of times and probably will get more improvements after the demo. The main concern now is having everything you actively use in one place, not spread over four corners.
The quest log is ok where it is though, considering most of us read a screen right to left, top to bottom. You want your must-read info exactly there, in the top left corner. It's a pretty basic UX rule.
When it's ready. Before the next festival that's for sure. Hopefully before we crack from overwork and lack of sleep and start flinging bananas at each other.
Are these...actually simulated bullets? Mein gott, i get Jagged Alliance vibes, and that's a good thing!
knock it out of the park with sales, patch in a bunch of extra shit from your nice-to-have list, re-released as "definitive edition" and rake in even more $$$ from the casuals who like eye candy.There will be blood splashes and blood on dead bodies, but having visible wounds on the models is that kind of eye candy that an indie studio has to forget about when drawing the line (although it ranks quite high on our "nice to have" list).
On the other hand, yes, there will be cripple effects, different for each body part.
That's cool. Compared to Dead State I'm getting the impression zombies might actually be a real challenge in this game. Imagine coming around a corner and stirring a bunch of zombies like this up.