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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Improbable Lobster posted:

One man indie games, infamous for their huge focus testing teams influencing their development.

It does actually, only their focus group is convention crowds. Plus the alpha/beta testing with select test groups (often streamers later in development). The "one man - one vision" type of game isn't really that common anymore. Toadys are rare (and I wouldn't be surprised if even he's got a group of people he asks while developing a new version of DF).

Also Skoll, you need to seriously let someone elses opinions influence your enjoyment of game that's not even out yet less, especially someone who can't ruin the game you're pre-determined to love because he's clearly not in the dev loop. I think the Rainbow Six mission planing and/or stealth gameplay was far more interesting and bold than Tie Fighter skirmish, because it hasn't been done before in a space sim - shocking opinion apparently.

DatonKallandor fucked around with this message at 18:32 on May 27, 2016

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Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

DatonKallandor posted:

It does actually, only their focus group is convention crowds. Plus the alpha/beta testing with select test groups (often streamers later in development). The "one man - one vision" type of game isn't really that common anymore. Toadys are rare (and I wouldn't be surprised if even he's got a group of people he asks while developing a new version of DF).

Also Skoll, you need to seriously let someone elses opinions influence your enjoyment of game that's not even out yet less, especially someone who can't ruin the game you're pre-determined to love because he's clearly not in the dev loop. I think the Rainbow Six mission planing and/or stealth gameplay was far more interesting and bold than Tie Fighter skirmish, because it hasn't been done before in a space sim - shocking opinion apparently.

My only opinion is that you're an autistic dummy.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.

DatonKallandor posted:

It does actually, only their focus group is convention crowds. Plus the alpha/beta testing with select test groups (often streamers later in development). The "one man - one vision" type of game isn't really that common anymore. Toadys are rare (and I wouldn't be surprised if even he's got a group of people he asks while developing a new version of DF).

I think the Rainbow Six mission planing and/or stealth gameplay was far more interesting and bold than Tie Fighter skirmish, because it hasn't been done before in a space sim - shocking opinion apparently.

Testing is good because sometimes it turns out the game you thought you wanted to make isn't fun.

Rainbow Six mission planning was pointless in a tactical space without walls or terrain, without alarms or hostages, where ships can rapidly move in and out of the action. Spend a minute setting up a rigid plan of attack, and in ten seconds it's obsolete. It evolved into a pausable RTS command mode where you can command your fighters and warships, then leap back into the cockpit of any fighter you want. (You can also just give commands from your cockpit in real time.)

Stealth gameplay has been done in a space sim before: it was just EVE Online, with bots instead of human players. I played this version a lot. The system stealth elements are still there in the tactical space: the longer you hang around, the more poo poo the enemy drops on you. Complete your objectives and get out. On a per-battle level it's exactly like back in the overworld version, except now you don't have to spend ten minutes flying over to a distant interdictor before you can leave, or spend half your play session cleaning out 4000 gate blockades on your way to do anything fun.

I was really alarmed by the loss of the overworld but it turns out it was the right decision.

You picked 'can't make the friendlies red' as your example of focus testing ruining games, and the friendly IFF color in this game is red.

Doomy
Oct 19, 2004

Kairo, which goon tears are the sweetest, the ones crying about the name change or the ones crying about there being no more random encounter generator

Pentecoastal Elites
Feb 27, 2007


Depending on the severity of your autism, you may realize one day that not every human being shares your internal state.
If you ever make a thing you might find that, for many reasons, you want as many people as possible to enjoy it. This might conflict with your perfect artistic vision, so if you are good, you'll adjust your work to find a happy balance!

In games especially, the mark of a great developer is to ruthlessly amputate parts that aren't fun, which I think Kairo has shown time and again he's willing to do. Tons of otherwise good games have been ruined because they're bogged down with boring bullshit that sounds so cool on paper. Speaking from personal experience, I worked for years on a team working on a procedural generation toolkit for a major game engine and while it was pretty easy to get going, actually generating good and cool output was a pain in the dick and took loving forever. I don't think a single developer could produce a game like this that generated encounters at anywhere near the quality of handmade ones.

This isn't focus tested to death, this is not having the narcissistic tunnel vision that dooms so many game devs.

Doomy
Oct 19, 2004

Onion Knight posted:

Speaking from personal experience, I worked for years on a team working on a procedural generation toolkit for a major game engine and while it was pretty easy to get going, actually generating good and cool output was a pain in the dick and took loving forever. I don't think a single developer could produce a game like this that generated encounters at anywhere near the quality of handmade ones.

This isn't focus tested to death, this is not having the narcissistic tunnel vision that dooms so many game devs.

So what you are saying is that we are missing out on having 18 gajillion repetitive mediocre random encounters generated from the devs phone number in favour of 14 good scenarios? WOW

Doomy fucked around with this message at 19:20 on May 27, 2016

Dominic White
Nov 1, 2005

Well, this is turning into a ridiculous argument.

For the record, I'm really happy the game has a scripted campaign now, I'm just a little wary because it doesn't sound like a huge number of missions (even with multiple difficulties), and there's no mission editor so that others might make more interesting scenarios. Completely removing the random stuff when it could be largely shuffled off to an optional (perhaps unlockable after campaign completion?) mode seems a little wasteful too.

kedo
Nov 27, 2007

Dominic White posted:

Well, this is turning into a ridiculous argument.

Goons gotta get mad about something.

I'm just excited to shoot people in a spaceship with my spaceshotgun as I spacedrift past their spacefaces.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Kairo posted:

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.
A mechanics question -

Since there's no multiplayer and you don't have to be overly concerned about balance, are there any VR-only features of the game such as eve valkyrie's look-to-lock?

Also if you need testers with a rift cv1, PM me

GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods
Sell it as a 'Dynamic Campaign' DLC in a couple months time for :10bux: (please).

Mordja
Apr 26, 2014

Hell Gem
I hope level scores are rated in warcrimes.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Mordja posted:

I hope level scores are rated in warcrimes.

The first good post in awhile.

I'm kiddin, sheesh.

Supraluminal
Feb 17, 2012
"Whenever you feel an impulse to perpetrate a piece of exceptionally fine game design, obey it—whole-heartedly—and delete it before sending your game to early access. Murder your darlings."

-- Mark Twain

TerminalSaint
Apr 21, 2007


Where must we go...

we who wander this Wasteland in search of our better selves?
I was looking forward to a number of things that have been cut, but the fact that Kairo was willing to kill so many of his darlings speaks very highly to me. These aren't features that had to be cut because some suit at a publisher insisted on a deadline; they're ideas that were tried and didn't work out.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

General Battuta posted:

Testing is good because sometimes it turns out the game you thought you wanted to make isn't fun.

Rainbow Six mission planning was pointless in a tactical space without walls or terrain, without alarms or hostages, where ships can rapidly move in and out of the action. Spend a minute setting up a rigid plan of attack, and in ten seconds it's obsolete. It evolved into a pausable RTS command mode where you can command your fighters and warships, then leap back into the cockpit of any fighter you want. (You can also just give commands from your cockpit in real time.)

Stealth gameplay has been done in a space sim before: it was just EVE Online, with bots instead of human players. I played this version a lot. The system stealth elements are still there in the tactical space: the longer you hang around, the more poo poo the enemy drops on you. Complete your objectives and get out. On a per-battle level it's exactly like back in the overworld version, except now you don't have to spend ten minutes flying over to a distant interdictor before you can leave, or spend half your play session cleaning out 4000 gate blockades on your way to do anything fun.

I was really alarmed by the loss of the overworld but it turns out it was the right decision.

You picked 'can't make the friendlies red' as your example of focus testing ruining games, and the friendly IFF color in this game is red.

I only paid attention to development every now and then but excising that stealth stuff and streamlining it into missions sounds a lot more fun and like something I'd be more interested in. I think the name's pretty cool, too. :v:

Zmej
Nov 6, 2005

I find it funny that goons (or really just one) are upset about a game that they never even touched or paid a cent for yet. clearly we know what we missed out on.

Eyud
Aug 5, 2006

But now this game won't be identical to the one I made up in my head based on a few bits of information from years ago! That's practically fraud!

Kairo
Jun 21, 2003

Eyud posted:

But now this game won't be identical to the one I made up in my head based on a few bits of information from years ago! That's practically fraud!

To be fair to DatonKallandor, I did eventually back off on the red/blue thing after tweaking it to be more orange/blue and making absolutely sure I was consistent with it. It's completely understandable that he would be disappointed in some of the changes too. I mean, I totally failed to make that stuff work in a good way.

Also, I am sure some people will go, "That's it?" when they play it, but I'm OK with that because at least the game is shipping. The missions have about as much lead-up exposition and narrative as a Hotline Miami level (they actually do more), and are really short when you actually win. But I'm pretty sure you haven't played anything like this either, so hopefully it evens out.

Ok, back ta werk.

lollontee
Nov 4, 2014
Probation
Can't post for 10 years!

Kairo posted:

To be fair to DatonKallandor, I did eventually back off on the red/blue thing after tweaking it to be more orange/blue and making absolutely sure I was consistent with it. It's completely understandable that he would be disappointed in some of the changes too. I mean, I totally failed to make that stuff work in a good way.

Also, I am sure some people will go, "That's it?" when they play it, but I'm OK with that because at least the game is shipping. The missions have about as much lead-up exposition and narrative as a Hotline Miami level (they actually do more), and are really short when you actually win. But I'm pretty sure you haven't played anything like this either, so hopefully it evens out.

Ok, back ta werk.

Considering this started out as a single man project that you actually built a whole new studio around, you got the right to feel a bit more than "OK". Good luck!

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I'm still skeptical of the longevity but really just want to fly what looks like the most fun spaceship ever devised in videogame form. Its a very, very good space ship.

Dodoman
Feb 26, 2009



A moment of laxity
A lifetime of regret
Lipstick Apathy

Kairo posted:

To be fair to DatonKallandor, I did eventually back off on the red/blue thing after tweaking it to be more orange/blue and making absolutely sure I was consistent with it. It's completely understandable that he would be disappointed in some of the changes too. I mean, I totally failed to make that stuff work in a good way.

Also, I am sure some people will go, "That's it?" when they play it, but I'm OK with that because at least the game is shipping. The missions have about as much lead-up exposition and narrative as a Hotline Miami level (they actually do more), and are really short when you actually win. But I'm pretty sure you haven't played anything like this either, so hopefully it evens out.

Ok, back ta werk.

I doubt you'll answer this, but is the game going to be 20$ or 40$? Either price point is fine for me because I just want to fly.

Shine
Feb 26, 2007

No Muscles For The Majority

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.

Stop being an angry manchild in every thread you touch, please.

Eyud
Aug 5, 2006

Kairo posted:

To be fair to DatonKallandor, I did eventually back off on the red/blue thing after tweaking it to be more orange/blue and making absolutely sure I was consistent with it. It's completely understandable that he would be disappointed in some of the changes too. I mean, I totally failed to make that stuff work in a good way.

Oh yeah, I get that people will be disappointed when the core game changes significantly, I just get tired of people acting like a change they don't personally care for means the game is dead/ruined. Clearly lots of people are still excited for this game, so saying it was focus tested to death is pretty silly.

I don't think you failed at anything though, you just accepted the reality that making the random system work would take more time and/or resources than you have. That's just good software development.

Alchenar
Apr 9, 2008

I'm disappointed the original concept didn't work out, with the benefit of hindsight I'm not surprised at all it didn't.

Across all the space games I've played there's been maybe 4-5 different levels. There's the one where you have to shoot waves of fighters. There's the one where you have to shoot waves of bombers. There's the one where you have to attack a big ship. There's the one where two big ships fight each other and you have to shoot waves of fighters and bombers.

15-ish missions that are crafted and replayable seems perfectly reasonable.

lollontee
Nov 4, 2014
Probation
Can't post for 10 years!

Shine posted:

Stop being an angry manchild in every thread you touch, please.

That's sort of his thing though. That, and being a former nazi.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
it's pretty much his gimmick


Would it be possible to add in a mission creator at some point? "Kaizo Dying Sun" steam workshop poo poo would easily make the game last for a while.

Avulsion
Feb 12, 2006
I never knew what hit me

Alchenar posted:

I'm disappointed the original concept didn't work out, with the benefit of hindsight I'm not surprised at all it didn't.

Across all the space games I've played there's been maybe 4-5 different levels. There's the one where you have to shoot waves of fighters. There's the one where you have to shoot waves of bombers. There's the one where you have to attack a big ship. There's the one where two big ships fight each other and you have to shoot waves of fighters and bombers.

15-ish missions that are crafted and replayable seems perfectly reasonable.

Don't forget scanning containers and shooting rocks.

Shooting rocks is a classic.

Supraluminal
Feb 17, 2012
Escort missions, everybody's favorite!

Bolow
Feb 27, 2007

Avulsion posted:

Don't forget scanning containers and shooting rocks.

Shooting rocks is a classic.

You need to escort the GTD Bastion through this asteroid field, PILOT

*spends ten minutes shooting rocks doing gently caress all*

There's like 2 of these goddamn missions in Freespace 1

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Doomy posted:

Kairo, which goon tears are the sweetest, the ones crying about the name change or the ones crying about there being no more random encounter generator

My tears are reserved for that sweet poster.

Please make a HotDS version, Kairo, tia.

Galaga Galaxian fucked around with this message at 01:20 on May 28, 2016

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Quote not edit!

Eyud
Aug 5, 2006

Hasn't actually been posted in a while so:



RIP.

I bet that new font would look pretty sweet in there, though...

Nalin
Sep 29, 2007

Hair Elf
Not buying the poster is the one thing I regret!

Shine
Feb 26, 2007

No Muscles For The Majority

Supraluminal posted:

Escort missions, everybody's favorite!

Some escort missions are great.

https://www.youtube.com/watch?v=FfAHtdMWcMA

lollontee
Nov 4, 2014
Probation
Can't post for 10 years!

What a great game that was.

GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods

Eyud posted:

Hasn't actually been posted in a while so:



RIP.

I bet that new font would look pretty sweet in there, though...

:effort:

Dodoman
Feb 26, 2009



A moment of laxity
A lifetime of regret
Lipstick Apathy

I still have nightmares about this game.

Rastor
Jun 2, 2001

Doomy posted:

So what you are saying is that we are missing out on having 18 gajillion repetitive mediocre random encounters generated from the devs phone number in favour of 14 good scenarios? WOW

I caught that reference. :)


It's actually a good point: We have two promising-looking space games with unique retro visuals and a focus on the single-player experience developed by small indie studios coming out this summer.

One, No Man's Sky, is procedurally generated. Vast, yes, but impossible to fully playtest and many are worried it will be repetitive.
The other, House of the Dying Sun, has a selection of lovingly crafted scenarios that have been thoroughly playtested.

If one of those sounds fun to you, buy it. If both sound fun, buy them both.

Telling the developer of one it should have been like the other seems really dumb to me. And yet that's exactly what is happening in the two games' threads, because goons.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Bolow posted:

You need to escort the GTD Bastion through this asteroid field, PILOT

*spends ten minutes shooting rocks doing gently caress all*

There's like 2 of these goddamn missions in Freespace 1

My personal favorite is when you're undercover with the racist Neo-Terran Front in FS2.

"Alpha 1, we're undercover here - so, under no circumstances can we let these asteroids hit the NTF Iceni and kill everyone onboard including the leader of the rebellion. We must defend that ship!"

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Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Milky Moor posted:

My personal favorite is when you're undercover with the racist Neo-Terran Front in FS2.

"Alpha 1, we're undercover here - so, under no circumstances can we let these asteroids hit the NTF Iceni and kill everyone onboard including the leader of the rebellion. We must defend that ship!"

In FS2's defense, there ends up being a pretty drat compelling reason for that course of action.

Also echoing that handcrafted encounters are better, name change is fine, so on and so forth. This game will be gud.

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