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Kairo posted:And I am laughing at that old loop -- it was something I put together in like 2 hours while learning Ableton Live. It's OK, but is only 10 seconds long. It started to annoy the hell out of me so I went with something stock. I am going to be figuring out the music for real soon. It's good to know what you prefer though! It might be simple, but simple might be better than a short music loop you hear dozens of times. Also, I like a lot of the new UI changes. It looks like you went from a decimal wingman health meter to a pie meter with current activity, but I guess it's not implemented in the new cockpit yet? I also noticed the target camera is smaller and doesn't have the ID or velocity on it, and the radar switched from fore/aft hemispheres to a 2D projection. Are there specific concerns that prompted the changes or are these iterating approaches to data presentation? Again, great job!
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# ? Aug 27, 2013 01:02 |
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# ? Jun 12, 2024 09:46 |
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As a counterpoint, I preferred the music in the Rift video. Different strokes and all that.
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# ? Aug 27, 2013 01:17 |
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Galaga Galaxian posted:Personally I'd love an option to use the "jet fighter" gunsight (whatever it should be called), but if you can only do one and do the "traditional" lead indicator because its what most people expect, I can live with that. While I prefer the "traditional" video game lead indicator over the modern jet one, all I ask is that even if you can't give us a choice between the two, you give us the option to disable the lead indicator entirely regardless of which method you decide on. We've all got opinions on what we prefer, but I doubt any of us think it is a game breaking deal or anything. We know it takes work to implement and moreso to get it to "feel" right to the majority of your players. I'm sure we'll all be fine with whatever you decide in the end.
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# ? Aug 27, 2013 01:50 |
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The traditional space sim lead indicator always drove me nuts, because you have to look in two different places to aim and see if your shots are hitting. I just wanna do this in space: https://www.youtube.com/watch?v=NGP8iU0WqgA&t=333s
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# ? Aug 27, 2013 04:15 |
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Bubbacub posted:The traditional space sim lead indicator always drove me nuts, because you have to look in two different places to aim and see if your shots are hitting. I just wanna do this in space: And Kairo himself has been saying nice things about it so I suspect it will reappear after PAX. Earlier in the thread I said this: TychoCelchuuu posted:Yeah just keep doing whatever you are doing Mr. Developer, clearly you know what the gently caress is up. I have not seen a single thing about this game, from the tiniest update to the more extended gameplay videos/.gifs that hasn't looked like space sim manna from heaven. Everyone wants this game to be Space Sims Jesus and take all the sins of the genre onto itself to expunge them, but we have Star Citizen for that. Enemy Starfighter can just be whatever Enemy Starfighter is going to be.
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# ? Aug 27, 2013 05:31 |
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That's called padlock view and it's in nearly every single flight simulator I can think of.
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# ? Aug 27, 2013 05:37 |
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I was about to say that the pinnacle of the space sim genre, Freespace, didn't have it, but I googled it and it looks like it actually existed but was unbound. At the very least I know TIE Fighter didn't have it and TIE Fighter is the sim I played most recently so there's a game that it's not in
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# ? Aug 27, 2013 05:42 |
Oh god I can't wait to play this on my Oculus Rift Excited to see it at PAX, too!
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# ? Aug 27, 2013 05:48 |
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TychoCelchuuu posted:At the very least I know TIE Fighter didn't have it and TIE Fighter is the sim I played most recently so there's a game that it's not in That is because TIE Fighter didn't have 3D cockpits.
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# ? Aug 27, 2013 05:54 |
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Galaga Galaxian posted:That is because TIE Fighter didn't have 3D cockpits.
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# ? Aug 27, 2013 05:55 |
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TychoCelchuuu posted:TIE Fighter barely even had 3D anything. (Although it did. Take that, Wing Commander!) TIE Fighter and Mechwarrior 2 were some of the most memorable games of my early childhood. TIE Fighter specifically being the first game I remember instilling a distinct sense of awe. Strafing corvettes and calamari cruisers in a shieldless TIE Interceptor trying to target and shoot the little turrets on one side while corkscrewing around was something else. Juggling around shield energy, and moving power between lasers and engines was this supremely hectic, yet awesome experience. Every single iota of every pixel that I've seen of this game so far looks absolutely amazing. I'm going to need to find an hook up my old flightstick, or get a new one sometime before this is done.
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# ? Aug 27, 2013 06:31 |
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Kairo posted:Thanks for your thoughts! My mix is really bad right now, and all chatter has specific volumes for chatter, mission-critical lines, etc that are all still at the old values. I can always boost those. I moved away from the old VO style because it sounded really 'Merican-military-operation-in-space. I'd rather your boys sound a little alien (or in this case like Boushh or even a Cylon -- ring modulators are awesome!). I think this sounds good, but I wouldn't go to completely unintelligible imo. Is it possible to vary the ring modulation effect on the fly? I was wondering whether it was possible to represent distance to the wingman with more distortion. The sound design seems to do a really good job of conveying positional information ("that last flak was THIS close to your cockpit"), it would be cool if you got a quick heads up about how far your wingmen are when they gave their order squawks or whatever, but I have no idea how much work that is.
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# ? Aug 27, 2013 09:01 |
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TychoCelchuuu posted:I was about to say that the pinnacle of the space sim genre, Freespace, didn't have it, but I googled it and it looks like it actually existed but was unbound. At the very least I know TIE Fighter didn't have it and TIE Fighter is the sim I played most recently so there's a game that it's not in X-wing Alliance had it, and probably X-wing vs TIE Fighter too. It was really useful in the days before head tracking.
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# ? Aug 27, 2013 13:23 |
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animatorZed posted:TIE Fighter Juggling around shield energy Only rebel scum and pilots lacking in skill use shields. The Assault Gunboat was just sooooo ridiculously slow when charging shields and beams at the same time.
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# ? Aug 31, 2013 00:16 |
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Nidhg00670000 posted:Only rebel scum and pilots lacking in skill use shields. That is why you just charge the lasers and shunt laser energy to shields whenever you get the chance.
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# ? Aug 31, 2013 01:07 |
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I absolutely adore this game. Space is unequivocally my favorite setting for games (and classroom daydreams, back in 2nd grade...) so i'm implicitly astounded at just... everything about this project. One thing I have to note is that you've focused on depth rather than stressing superficial graphical detail. I've always wondered if something like a space game could achieve more by using a minimalist approach to something like that - then I thought it was because you could just run a vaster simulation without so much detail, but here, with a one man dev team, it allows a shift of focus to where it matters. This gives your game such a sense of fidelity - textures and polys can be replaced by the imagination, but game mechanics cannot. This game feels alive, even watching the videos makes you feel like you're in the cockpit, like there is something on the line. And it looks gorgeous! The shadows sweeping over the control surfaces, the blossoms of flak bursting around enemy fighters. I've seen nothing like it. This is one of those games that the world has been needing for a very long time.
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# ? Sep 2, 2013 09:23 |
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Anybody here see the game at PAX?
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# ? Sep 2, 2013 16:19 |
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Bubbacub posted:Anybody here see the game at PAX?
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# ? Sep 2, 2013 16:35 |
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Sonel posted:I did, it's awesome. He had it with the 360 controller set up and the occulus rift, it played smoothly but the rift shifted on me so some of the screen was a little blurry. It was just a short demo that jumped you into a battle, let you fight for a while then it auto jumped out. Please describe the gameplay in excruciating detail.
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# ? Sep 2, 2013 16:43 |
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These are being sold at PAX:
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# ? Sep 2, 2013 17:24 |
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TychoCelchuuu posted:These are being sold at PAX: If they weren't too expensive and I was at PAX, I'd probably get one. That's some cool stuff. I also popped into this thread wondering if this game would have controller support, but seeing as the PAX demo was using a 360 controller, that pretty much got answered. Game looks great, definitely keeping an eye on this one!
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# ? Sep 2, 2013 18:14 |
Just finished playing it at PAX, the gushing in this thread is completely justified. I have an oculus dev kit, and the demo is probably the best use of it I've seen. It just feels right looking up as you spiral around a capital ship that's going critical from you and your partners missile barrage. The gameplay is solid, Rift or not. The demo gives you guns, missiles that require a lockon, and torpedoes intended for capital ship subsystems. Some fighters have bubble shields, which you can either punch through with extended fire, or call in your friendly fighters to attack, quickly destroying the shield and the ship. You can also call your fighters back to act as an escort, think Ace Combat's team controls. There is a charging warp drive on the ship, which lets you warp closer to any targeted enemy fighter. There was a media interview right before my playthrough, and while any wing commander veteran could complete the PAX demo, there looks to be lots more depth in the map view. Time stops, you pull out from your ship, and it goes into colored polygon tactical mode. Here you can pan and zoom a sector map, letting you tell your capital ships where to go and what to fire on, including subsystems on opposing capital ships. I could see that being really important on harder levels, where you couldn't just shoot your way past everything yourself. Other things from the interview, (don't quote me on this, this is from memory) The game is much more sandbox than story. A universe map is created at the start of your campaign, and you can go from sector to sector destroying and eventually capturing enemy ships. He says a playthrough is looking to be roughly 3 hours, and likened it to a roguelike where every sector is a "room". In my head that sounds similar to Flotilla's level format, I'm not sure if its a go anywhere setup or a branching path setup. Kairo, I don't know how dirty it is behind the scenes, but if you release the PAX demo with Rift support, you could get very popular, very quickly. There was an official oculus booth demoing hawken, and your demo was vastly superior. (Also now I got a taste of it and want more. That would easily be my go-to rift demo if it was available.) Basically it's great and you should all play it when you can. Edit: the posters aren't as big as they look, maybe 1x2 feet? Either way, it'll do until I can buy a full sized one. Daedalus1134 fucked around with this message at 21:56 on Sep 2, 2013 |
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# ? Sep 2, 2013 21:54 |
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Daedalus1134 posted:Other things from the interview, (don't quote me on this, this is from memory) The game is much more sandbox than story. A universe map is created at the start of your campaign, and you can go from sector to sector destroying and eventually capturing enemy ships. He says a playthrough is looking to be roughly 3 hours, and likened it to a roguelike where every sector is a "room". In my head that sounds similar to Flotilla's level format, I'm not sure if its a go anywhere setup or a branching path setup. This sounds amazing. I love games that are structured like this. Nidhg00670000 posted:The Assault Gunboat was just sooooo ridiculously slow when charging shields and beams at the same time. I remember one of the most amusing things was kitting a missile boat out with all concussion missiles and the speed booster (SLAM?). Depower the lasers completely and shunt everything into engines. Zooming around at breakneck speeds spitting out a near infinite supply of homing missiles was fantastic. Obviously, this does nothing to cap ships, but who cares about that?
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# ? Sep 3, 2013 00:38 |
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Since the Missile boat was a giant "gently caress you!" to TIE/D's and Zaarin's technophilic tendencies, thats perfectly legit. Ah, TIE Fighter. What a game. I fondly remember flying TIE/D's and the goofy star wars plot from the "bad guys side." Thyrork fucked around with this message at 01:27 on Sep 3, 2013 |
# ? Sep 3, 2013 01:25 |
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The only point of the laser on the Missile Boat was to power the SLAM system.
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# ? Sep 3, 2013 01:26 |
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https://www.youtube.com/watch?v=oSKeseN4uJk Holy crap. I just saw this now though it's a week old. drat. e:fb by a page, yeesh. kedo fucked around with this message at 02:35 on Sep 3, 2013 |
# ? Sep 3, 2013 02:27 |
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So were there any press impressions or writeups after the PAX demo? By all reports the indie megabooth was a packed madhouse, and I'm kinda getting the impression that the journalists from bigger sites didn't spend a lot of time trawling through the multitude. I just keep seeing the same couple games like Galax-Z and Hotline Miami 2, and then a lot of AAA stuff like Titanfall who could give scheduled demos.
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# ? Sep 6, 2013 18:05 |
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I just want to chip in saying i'm hugely excited for this. Homeworld was one of those formative games of my childhood, watching hairballs of little fighters go at it was one of my favorite things, and I always dreamed of actually flying one of them. Honestly after seeing that Oculus demo I could see this as being the game that convinces me to buy one of those things, and a joystick again. I was just the other day lamenting to a friend that I haven't played a really good space flight sim in ages.
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# ? Sep 7, 2013 17:17 |
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So since Gearbox approached the Hardware guys (another Homeworld aesthetics spinoff, though notably made by most of the original team Relic) and made their game into an actual Homeworld spinoff (prequel) at pax, I'm curious: did Gearbox put out feelers or anything? Not that I think they would actually help (probably wouldn't) but they paid a pretty penny for that Homeworld IP, I imagine they wouldn't mind a Homeworld: Interceptor type cash-in.
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# ? Sep 7, 2013 20:48 |
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Derp, wrong thread. This game looks better every time I see it!
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# ? Sep 7, 2013 20:57 |
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kedo posted:https://www.youtube.com/watch?v=oSKeseN4uJk Oh my God. I thought Rift looked dumb and a gimmick until this.
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# ? Sep 7, 2013 22:16 |
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aeverous posted:Oh my God. I thought Rift looked dumb and a gimmick until this.
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# ? Sep 7, 2013 22:57 |
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Mr. Wynand posted:So since Gearbox approached the Hardware guys (another Homeworld aesthetics spinoff, though notably made by most of the original team Relic) and made their game into an actual Homeworld spinoff (prequel) at pax, I'm curious: did Gearbox put out feelers or anything? Not that I think they would actually help (probably wouldn't) but they paid a pretty penny for that Homeworld IP, I imagine they wouldn't mind a Homeworld: Interceptor type cash-in. If there's a surefire way to kill all the hype for your game, signing on with Gearbox would be one of them.
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# ? Sep 7, 2013 23:34 |
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Zaodai posted:If there's a surefire way to kill all the hype for your game, signing on with Gearbox would be one of them. It's hard to tell whether Gearbox is doing anything more than funding and the license for the Homeworld name yet, we'll see. Their funding did allow Blackbird to bring the game back from the brink of DOA by changing it from a social F2P thing to some kind of B2P.
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# ? Sep 8, 2013 00:20 |
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For anyone else interested in the development process:@tipul posted:Some PAX VR Lessons Learned: Alehkhs fucked around with this message at 22:02 on Sep 9, 2013 |
# ? Sep 9, 2013 22:00 |
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That's really interesting, actually. Thanks.
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# ? Sep 9, 2013 22:09 |
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Alehkhs posted:For anyone else interested in the development process: I think this game might be what sells me on the Rift. Sounds like they're doing some great stuff with it.
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# ? Sep 9, 2013 22:09 |
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Kairo posted:Thanks for your thoughts! My mix is really bad right now, and all chatter has specific volumes for chatter, mission-critical lines, etc that are all still at the old values. I can always boost those. I moved away from the old VO style because it sounded really 'Merican-military-operation-in-space. I'd rather your boys sound a little alien (or in this case like Boushh or even a Cylon -- ring modulators are awesome!). I know you're probable sick of HW comparisons at this point but its obtuse, almost inhuman chatter really made the game, and yours fits with the universe you're building. Also that kind of modulation/delivery sounds badass. Reminds me of the voice work in this early Future Soldier demo.
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# ? Sep 9, 2013 22:51 |
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Ugly In The Morning posted:I think this game might be what sells me on the Rift. Sounds like they're doing some great stuff with it. This game alone has actually totally reinvented my opinion of the rift from expensive toy to expensive toy I need really badly.
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# ? Sep 9, 2013 23:11 |
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# ? Jun 12, 2024 09:46 |
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Bubbacub posted:Anybody here see the game at PAX? It was loving amazing. I am now 100% sold on using the rift for any vehicle based game (still not sold on human movement based games, although sitting down may alleviate this). Just the slice of action that I got to play sold me on the game (and a rift), and it's really awesome. Mike is also a super amazing down-to-earth () guy who let me babble on to him about interface issues that I had (like a green lead reticule instead of a red one, and how the instrument panels are never going to be looked at, because "holy poo poo I have to destroy spaceships in a chaotic environment"). Definitely solid work, and I will get this when it comes out.
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# ? Sep 12, 2013 23:36 |