Devs and programmers in the 90s competed who would be the first one to succesfully lower the camera to first person and connect it with gameplay systems. It was and remains huge selling point. I personally like all camera angles. Depends on mood
I’m not bewildered. I’m disappointed.Nigga! I can't stop laughing. Your "bewilderment" that people actually prefer FPP when most played games are either FPP or close up TPP is so funny
AgreedI’m not bewildered. I’m disappointed.Nigga! I can't stop laughing. Your "bewilderment" that people actually prefer FPP when most played games are either FPP or close up TPP is so funny
Video games allow for so much creativity, but humans discard it for stupid reasons.
Rockstar Indie Dev. Only one today true to original meaning of word Rockstar: "music/art, women, money". Well, he's for the time being missing the last part but 66.6% Rockstar is not bad!Well fuck me and suck me dry.
I sure wasn't expecting THAT. You're one hell of an interesting dev, that much I can say
Agreed. You suddenly have to pay way more attention to visual fidelity, including animations and stuff.I applaud the change of engine Tyranicon . I felt like Memoirs were already trying to break the limits imposed by RPGMaker, that you were trying to create a richer experience than the one allowed by it. I think moving to Unreal or Unity would allow you to spread your wings wider and free yourself from low limit of animation frames or a rigid division between exploration and combat phases.
However... moving into FPP is a risky move. What you showed in this sneak peek looks absolutely fantastic, but I'm afraid for the possibility of delivering a whole game in this style, being a solodev of modest means. Isometric view allows you to keep a lower level of visual fidelity, because the camera is more distant from the action.
WTF My Dude? Which engine and programming language is this?
Don't go full first person. Mix perspectives like Archaelund[...]
Yes, but not as much of a change as you'd think.However... moving into FPP is a risky move. What you showed in this sneak peek looks absolutely fantastic, but I'm afraid for the possibility of delivering a whole game in this style, being a solodev of modest means. Isometric view allows you to keep a lower level of visual fidelity, because the camera is more distant from the action.
I'm currently trying it in my BG3 parody and to be frank, I think AI still has a way to go before it'll lose its uncanny valley status, which means it's only usable for droids/robots/ai, etc.How do you feel about using AI voice filters?
If you're saying "holy shit" I'm right there with you.
Is this April Fools? This is quite a drastic change from isometric view to FPP with a strong cyberpunky feel. Wouldn't the latter mean more work? What's going on? Why the sudden change?
I'm not ready to fully announce/commit on it, but the honest answer is that the deeper I try to break the RPGmaker engine to do what I need to do, the more frustrated I am with it. And the version of the engine I'm using is basically impossible for anyone else to understand but me, with a thousand different bandaid solutions.
So I am contemplating switching engines.
There will still be isometric (well, overhead free camera) perspectives, especially during combat.
Yes, it's a lot of work.
Yes, it's insane.
I'm not in this line of work because it's easy or because I'm altogether sane.
And this will bring the game much more in line with my vision than RPGmaker ever will.
The demo looks good for sure, but it's madness; you can't pull off a whole RPG in 3D like that alone. It's far too ambitious. There's an easier way to tackle this. Look at all the successful Kickstarter campaigns; RPG books are gathering ten times more money and faster than a game like Swordhaven, which is already not so easy to make for a small team. What is the reason for their success? They are selling pretty pictures and dreams. You could more easily manage a 2D CYOA like cyberpunk game with some RPG elements and good story. Unless you have a team behind you and unlimited cash, it's unreasonable and you are running into a wall.
People underestimate how many resources are poured into things like VA, 3Dmodels and animations - all of which you are bypassing one way or the other.My last game probably would've made more money if it was a visual novel with a string of DAZ sex scenes. It would've been much cheaper and much easier.
By now, I think people get the point that I'm a true believer. I want to do things that are far too ambitious. I want to climb the mountain. I want to make this really good RPG with all this cool shit.
But I don't do it knowing I'll fail. I think I have a fairly good chance actually. Plus, this isn't a solodev recreation of CP2077 or something. The game's still mostly reading and combat.
If you're saying "holy shit" I'm right there with you.
Is this supposed to be impressive?
If there's an entire 60 hour game like this - okay fine but what was shown in this trailer could be made in 20 minutes and that camera is jank as fuck - did you just attach it to the head bone? It's fucking wobbling around with every walk cycle like I'm drunk or something.
Is this supposed to be impressive?
If there's an entire 60 hour game like this - okay fine but what was shown in this trailer could be made in 20 minutes and that camera is jank as fuck - did you just attach it to the head bone? It's fucking wobbling around with every walk cycle like I'm drunk or something.
You're not wrong but I could probably say the "this trailer could be made in 20 minutes" about every teaser. That's why it's a teaser, because I'm still working on a lot of stuff.
Head sway will need to be reduced though. It's not attached to the head bone, but instead some mathematical blueprint fuckery that accounts for head sway.
"I agree with your post but also REEE EDGY!!!"
It's just a fact. This demo looks exactly like a pre-packaged asset bought off the store. Again, if there's an entire game there great but I can only imagine that if I walk straight down that rainy shady allyway I'm gonna drop off the edge of the world.
Is this actually a teaser for a mid-development game or just the first area you made as a POC?
Most of the side activities is going to be related to fucking. There may be some minor management/building elements like in my last game. Also one thing I do want to implement is managing your crew, or band of criminals, outside of just your companions.How would rich list of side activates and faction warfare system play out? In first person or top down? Make a contraversy, refuse to feature trans vampire cyber hookers and when asked why answer on twitter with because. Let YouTubers and others pick up "drama" and you'll get your marketing budget for 0$
Understood. First person perspective and steam/twitter bot farm parroting this is CYBERPUNK KILLER and CYBERPUNK 2069 iiiiincomingI'm not interested in drama. I just want to make a game.
Obviously, this is more of a proof of a concept that the game could feasible be made in FPP. Tyranicon's games are focused on story, worldbuilding and C&C. Nobody is expecting a technical marvel.Is this supposed to be impressive?
If there's an entire 60 hour game like this - okay fine but what was shown in this trailer could be made in 20 minutes and that camera is jank as fuck - did you just attach it to the head bone? It's fucking wobbling around with every walk cycle like I'm drunk or something.
Tyranicon's games are focused on story, worldbuilding and C&C.
I'm usually honest. Don't mistake me for some conman scumbag that gets $200k off crowdfunding and then goes begging around for a big publisher, only to cancel their game a few years down the line and abscond with all the money. I've ran five successful kickstarters before (all really small of course).How much money would you need to comfortably work on game like this? Be brutally honest, not Kickstarter honest. North of 100k $?
Tyranicon's games are focused on story, worldbuilding and C&C.
Has he finished a game yet?