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General Battuta posted:It's in. This. There is no VO done in post for the trailer. It is all live from the clips you see. Skoll posted:Kairo, you gonna do a soundtrack release or provide the music files with the game? I will talk to Olivier. The OST is all dynamic drum beats so he would have to arrange something special.
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# ? May 27, 2016 03:19 |
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# ? May 14, 2024 02:29 |
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Hey Kairo how long until the tie-in film comes out and who's starring in it?
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# ? May 27, 2016 03:21 |
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Finally got home and watched the trailer, hype levels escalating hunt the traitor lords and bring ruin to their people
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# ? May 27, 2016 03:22 |
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Kairo posted:I'm sure some people are gonna find it light, especially if they only do main objectives on easy, because the missions are fast by design and the responding flagship pretty much pushes you out of the space. But those are basically the tutorial versions of the missions. I want a lot of players to be able to at least pewpew through the game and then want to turn up the difficulty later. You should take a page from Goldeneye and Perfect Dark and increase how many objectives you have to accomplish as you increase the difficulty level. I haven't seen that in a game in a while now.
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# ? May 27, 2016 04:03 |
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Ciaphas posted:Finally got home and watched the trailer, hype levels escalating oh my god yes, this sent a shiver down my spine. please kairo let us hunt.
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# ? May 27, 2016 04:14 |
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Thinking about it now I realize that I automatically read that in the voice of the narrator/ancestor from Darkest Dungeon Kairo do you think you can hire that guy to do mission briefs or something thanks Ciaphas fucked around with this message at 04:24 on May 27, 2016 |
# ? May 27, 2016 04:21 |
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Ciaphas posted:Finally got home and watched the trailer, hype levels escalating Crush your enemies, see them driven before you
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# ? May 27, 2016 05:40 |
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Hear the lamentations of their ATC.
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# ? May 27, 2016 05:58 |
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Ciaphas posted:Finally got home and watched the trailer, hype levels escalating Yeah, the trailer text was good, reminds me of Brigador's trailer text, which packs a shitton of plot/tone into 12 sparse words. Great Leader is dead Liberate Solo Nobre Tonight By Any Means Necessary
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# ? May 27, 2016 07:01 |
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Galaga Galaxian posted:Yeah, the trailer text was good, reminds me of Brigador's trailer text, which packs a shitton of plot/tone into 12 sparse words. Yeah, they are champs. I totally admit they influenced how I approached this: <Catalyst> <Objective> <Flavor> Except they still managed to do it like 20x better and more concise. People would just zone out until I condensed the phrases enough.
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# ? May 27, 2016 07:36 |
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Probably could've cut it down to this The Emperor is Dead Hunt the Traitor Lords Bring Ruin to Their People Baker's dozen.
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# ? May 27, 2016 07:51 |
What is the release date? How much will it cost on steam? Does it run on Mac? Can you play it with a mouse? What are the recommended system requirements?
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# ? May 27, 2016 08:29 |
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Kairo posted:I'm sure some people are gonna find it light, especially if they only do main objectives on easy, because the missions are fast by design and the responding flagship pretty much pushes you out of the space. But those are basically the tutorial versions of the missions. I want a lot of players to be able to at least pewpew through the game and then want to turn up the difficulty later. You know best if the random mission generator can actually work in your game, but as you can see there's definately a lot of interest (here, on this dead gay forum thread) in it as a concept. So maybe look into randomly generated missions/campaigns as possible future DLC maybe pretty please? Oh and yes, the trailer was excellent. Pity you couldn't get Ruskay to compose for you. I imagine he charges quite the prices nowadays with his own studio and all.
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# ? May 27, 2016 08:39 |
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Will there be TrackIR support?
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# ? May 27, 2016 08:44 |
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Is it a coincidence that the intro music sounds so similar to Battlestar Galactica music?
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# ? May 27, 2016 08:45 |
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IIRC his music guy did some (all?) of the BSG Redline soundtrack.
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# ? May 27, 2016 08:55 |
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Diaspora I believe
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# ? May 27, 2016 09:01 |
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Saw Steam page, almost died of heart attack!
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# ? May 27, 2016 09:31 |
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treat posted:Will there be TrackIR support?
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# ? May 27, 2016 10:03 |
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Stoked to see this happening! Absolutely fantastic work Kairo, can't wait to play. Was VR support (Vive) still a go at launch? Can't wait to sit in my sofa with a controller and be fully in this game.
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# ? May 27, 2016 10:48 |
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Improbable Lobster posted:I will never be upset about a game going for well designed encounters instead of roguelike RNG, especially if the game has a heavier time investment. Random generation is fine if you can restart really quickly, not so much otherwise. Hey good for you. I'm a big fan of procedurally generated games and roguelikes. Duskers or Darkest Dungeon or Invisible Inc would have held no interest for me if they were just scripted content. Judging by the reaction loads of people are really happy about this change. I on the other hand am pretty turned off by the idea of a normal space game with a small number of scripted missions. It's removed what got me interested in the game on the first place. I'm not a big FS2 fan or anything. C'est la vie.
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# ? May 27, 2016 11:00 |
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Zsinjeh posted:Stoked to see this happening! Absolutely fantastic work Kairo, can't wait to play. Steam page says yes.
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# ? May 27, 2016 11:09 |
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Skoll posted:Holy poo poo you're loving bad and dumb. Don't say everybody doesn't A Thing just because YOU don't like it you loving jackass. Nobody I knew liked it. ME3's multiplayer was only good because of the objectives forcing you out of a comfort zone and putting more pressure than just sitting there and surviving. I dont mind horde mode, but it dies out quickly and stops being fun after a few rounds. No need to be so hostile.
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# ? May 27, 2016 15:41 |
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HerpicleOmnicron5 posted:Nobody I knew liked it. ME3's multiplayer was only good because of the objectives forcing you out of a comfort zone and putting more pressure than just sitting there and surviving. I dont mind horde mode, but it dies out quickly and stops being fun after a few rounds. No need to be so hostile. I'm not being hostile, that is just me. Anyway, we're mostly going to be arguing confirmation bias over this. If anything, MORE video games need co-op modes and horde modes. Gears of Wars did it particularly good and I don't remember that ever getting boring or stale.
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# ? May 27, 2016 15:48 |
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ODST firefight was real good, as was ME3.
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# ? May 27, 2016 16:01 |
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Orv posted:"Choose one of three increasingly-brutal difficulties in each of the 14 campaign scenarios." Nothing in the RPS interview makes me remotely excited. In fact it sounds like everything I was looking forward to has been excised out of the game since the original annoucement, from the tactical mode, to the randomness, the solar-system stealth aspect even the name. It's all gone. Maybe it'll be good and we'll see that at release, but it sounds like the game I was looking forward to for years got focus tested to death. DatonKallandor fucked around with this message at 16:14 on May 27, 2016 |
# ? May 27, 2016 16:12 |
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Thank u based Kairo. I'm really happy to see these changes, I think a more directed experience is going to be more fun in the long run. I can't really set aside time for a long video game campaign nowadays anyway so it works for me.
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# ? May 27, 2016 16:23 |
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I've been following this game from the periphery for a while now, but the change to a shorter, handmade campaign is really making me reconsider purchasing it. I'll almost certainly be buying it now. Freespace 2 is one of my Games of All Time and I'll take carefully designed scenarios over random, aimless firefights any day of the week, plus it's not like there's a real dearth of procedurally generated indie-em-ups on Steam now. And it doesn't sound like there'll be a tonne of missions and they might be pretty short, I've already got enough forevergames I can go back to should I feel the need. That said; any plans at all for modding to be a thing, Kairo?
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# ? May 27, 2016 16:27 |
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Mordja posted:
He's already answered this and said no, but he wouldn't be surprised if people hack it up to do stuff.
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# ? May 27, 2016 16:31 |
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DatonKallandor posted:it sounds like the game I was looking forward to for years got focus tested to death. Out of curiosity, what's the difference between 'testing' and 'focus testing' to you? It sounds like you're using the latter term as a swear or something, implying that the masses don't appreciate the original vision. The idea of procedurally generated infinite content is great, but I've played a ton of that type of game now and I think the variety on offer is actually a mirage most of the time. To me, this sums it up: quote:The RNG would basically give me mediocre encounters 80% of the time, terrible encounters 15% of the time, and great encounters 5% of the time (and this was probably by accident). Infinite encounter varieties are neat, but only if you can guarantee it's gonna be awesome a majority of the time. Some of the stuff like the cross-system cat and mouse game also sounds fun on paper but I could totally envision it boiling down to abusing the AI and running around in circles forever -- kiting enemies on a larger scale than normal doesn't seem very exciting to me. Given a bigger team and tons of iteration maybe enough edge cases could be sanded out that it'd be fun the majority of the time but I think procedural generation can be a trap for small studios because it's easy to make something mediocre but incredibly hard to make something exciting. quote:That said; any plans at all for modding to be a thing, Kairo? quote:Mission editor is totally out of scope for 1.0, and modding is something I appreciate but did not code for at all. I am sure some people will figure out ways to hack it up though.
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# ? May 27, 2016 16:45 |
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DatonKallandor posted:...but it sounds like the game I was looking forward to for years got focus tested to death. LOL NmareBfly posted:Some of the stuff like the cross-system cat and mouse game also sounds fun on paper but I could totally envision it boiling down to abusing the AI and running around in circles forever -- kiting enemies on a larger scale than normal doesn't seem very exciting to me. Given a bigger team and tons of iteration maybe enough edge cases could be sanded out that it'd be fun the majority of the time but I think procedural generation can be a trap for small studios because it's easy to make something mediocre but incredibly hard to make something exciting. This. You were essentially be spending a minute or two doing the equivalent of sneaking around a box in Metal Gear while a guard checks out a noise. In MGS, that takes 4-5 seconds. It's one of those things that sounds great on paper, and even when you're first working on it. It could still be neat, but I also think a lot of these mechanics are just way better in something that's not an action space game.
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# ? May 27, 2016 16:56 |
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NmareBfly posted:Out of curiosity, what's the difference between 'testing' and 'focus testing' to you? It sounds like you're using the latter term as a swear or something, implying that the masses don't appreciate the original vision. Focus testing leads to stuff like "we can't make the player team red (because they're baddies) because people got confused", which is really the perfect encapsulation of "we can't do x because it's different than standard" that results to less interesting games.
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# ? May 27, 2016 17:09 |
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Kairo, please don't listen to idiot goons regarding your game and what's in it. Especially ones with a history of being thick headed actual retards. Pretty sure the loss of one or two butthurt spergs here won't be felt in the grand scheme of things.
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# ? May 27, 2016 17:10 |
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Is the lineage selection stuff we saw in last June's trailer still a feature?
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# ? May 27, 2016 17:11 |
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DatonKallandor posted:Focus testing leads to stuff like "we can't make the player team red because people got confused", which is really the perfect encapsulation of "we can't do x because it's different than standard" that results to less interesting games. The player team is red in this game. I am a massive space sim grog and this game's more fun now than it was with the overworld. Encounter design gave us FS2 and TIE Fighter. The overworld had too much downtime, you'd never really hit true flow.
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# ? May 27, 2016 17:12 |
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DatonKallandor posted:Focus testing leads to stuff like "we can't make the player team red (because they're baddies) because people got confused", which is really the perfect encapsulation of "we can't do x because it's different than standard" that results to less interesting games. You're right. Games should never be tested.
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# ? May 27, 2016 17:13 |
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Tanith posted:Is the lineage selection stuff we saw in last June's trailer still a feature? It's now a more flexible equipment system. Pick weapons for a class of ship and also pick upgrades for them, provided you've purchased or unlocked them.
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# ? May 27, 2016 17:21 |
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DatonKallandor posted:Focus testing leads to stuff like "we can't make the player team red (because they're baddies) because people got confused", which is really the perfect encapsulation of "we can't do x because it's different than standard" that results to less interesting games. Or possibly Kairo wasn't quite able to execute on an interesting concept and the game really wasn't fun in that state. You could probably find a healthier way to process and communicate your disappointment than whatever it is you're doing here.
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# ? May 27, 2016 17:21 |
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To be fair, enough games have been soured by focus testing... but they tend to be the AAA ones. What this is reminding me of so far 'tho is RTS campaigns when they shoehorn in a risk map instead of keeping that as a separate game-mode. You get a tight narrative with challenges right until the risk map breaks out and then its just frustration until the endgame. (Universe at War, Rise of Legends) Putting that away for the future and focusing entirely on a driven structure is fine with me. I'm all for the changes because what I cared about most, piloting spaceships in a Homeworld aesthetic and being a murderous arsehole for a decedent empire, seem intact entirely. E: Hopefully "House of the Dying Sun 2, Red Barons In Space" will execute some of the pie in the sky concepts a few years down the road. Thyrork fucked around with this message at 17:25 on May 27, 2016 |
# ? May 27, 2016 17:22 |
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# ? May 14, 2024 02:29 |
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DatonKallandor posted:Focus testing leads to stuff like "we can't make the player team red (because they're baddies) because people got confused", which is really the perfect encapsulation of "we can't do x because it's different than standard" that results to less interesting games. One man indie games, infamous for their huge focus testing teams influencing their development.
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# ? May 27, 2016 18:18 |