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The gunplay is really sick. I can't wait to see how it fleshes out.
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# ? Mar 9, 2020 14:50 |
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# ? May 4, 2024 21:35 |
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Rhopunzel posted:If you mean the language and not the game, I'm fairly sure that was kyren, the lead coder on Starbound. Yea sorry, I meant the rust programming language, and looks like I did infact have my devs mixed up! Nevermind then. I am really happy this game is gun focused, and now I'm just more pumped!
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# ? Mar 9, 2020 15:48 |
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Rhopunzel posted:Pre alpha is imminent! It'll feature gunplay, the first tier of crafting (i.e. stuff you can make on hand), day/night cycles, creatures and of course multiplayer.
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# ? Mar 9, 2020 18:22 |
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By imminent we mean real soon btw, not months out. Imminent as in "this works, right now, we're just polishing and ironing out small details"
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# ? Mar 9, 2020 19:51 |
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So tomorrow.
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# ? Mar 9, 2020 19:57 |
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Maybe not that soon. You could give me more money and I'll see what I can do though
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# ? Mar 9, 2020 20:11 |
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For once I am going to attempt some patience and let others traverse the abyss first. Am looking forward to it though.
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# ? Mar 9, 2020 21:13 |
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If it's got better gunplay than Starbound that's all it'll take to be good goddamn that game's guns sucked
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# ? Mar 9, 2020 22:52 |
DACK FAYDEN posted:If it's got better gunplay than Starbound that's all it'll take to be good
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# ? Mar 9, 2020 23:29 |
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DACK FAYDEN posted:If it's got better gunplay than Starbound that's all it'll take to be good There was a lot more wrong with Starbound than just the guns, my friend.
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# ? Mar 10, 2020 00:23 |
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DACK FAYDEN posted:If it's got better gunplay than Starbound that's all it'll take to be good reloading, hipfire, shoulder aiming an actual ammo counter! reminder to reload! it's almost like it makes sense! turrets that are actually useful instead of being another prop for your dollhouse! i could write paragraphs about the stupid loving energy system on starbound and how much i hated it and the people who decided it was a good idea. i basically had the above systems planned out, "approved" and ready to go and then a certain team member decided on a whim that no one cared about gunplay and that it'd somehow make more sense and feel better to have metal bullets spontaneously generate out of thin air from ~energy~. having the opportunity to do what i originally had planned 1:1 and the overwhelmingly positive response it's gotten is the most validating thing ever. gently caress energy and that stupid loving system Rhopunzel fucked around with this message at 02:58 on Mar 10, 2020 |
# ? Mar 10, 2020 02:51 |
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Rhopunzel posted:reloading, hipfire, shoulder aiming All of this appears to completely rule. I'm really excited about this game. It still baffles me that someone managed to gently caress up "hey, make Terraria, but in space!"
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# ? Mar 10, 2020 04:28 |
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Rhopunzel posted:reloading, hipfire, shoulder aiming That loss is our gain, friend!
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# ? Mar 10, 2020 05:03 |
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Saxophone posted:It still baffles me that someone managed to gently caress up "hey, make Terraria, but in space!" It's because originally it wasn't meant to be Terraria in space at all, the original concept was totally different. It just became that way after we realised we'd bitten off more than we could chew, but certain people couldn't leave it at "just do what Terraria did well" and wanted to reinvent the wheel, so we ended up with this weird half measure where it inherited none of the good parts of Terraria while the new parts mostly fell flat. But enough about that game!
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# ? Mar 10, 2020 05:33 |
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I remain most excited to have z-doors so I can finally create long dormitory halls for my colony. I hope you have a good wiring system to play with, too!
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# ? Mar 10, 2020 07:03 |
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I just want to say that the animations I've seen so far in this game are dope as gently caress, and you all deserve high fives. That is some grade A pixel art and the more I see the more excited I get!
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# ? Mar 10, 2020 08:46 |
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It sounds like this is a good time to jump in? Crafting and monsters and guns sounds like game-y stuff is beginning to happen. I'm looking forward to seeing what you've been up to
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# ? Mar 10, 2020 12:03 |
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I like making videos and am looking forward to trying to make video game videos with this game assuming the Mac version works, as my PC boot isn’t set up for screen cap.
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# ? Mar 10, 2020 17:44 |
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Rhopunzel posted:reloading, hipfire, shoulder aiming this looks super cool, i can't wait to give guns a try! only complaint is the flashing reload is a bit distracting.
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# ? Mar 10, 2020 18:41 |
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It's not going to be like that forever, just a bit of idiot-proofing for the demo.
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# ? Mar 10, 2020 18:46 |
I can't keep this/Outer Wilds/Outer Worlds threads straight. Looks promising though!
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# ? Mar 10, 2020 18:48 |
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poo poo dude me either and I've been working on this one for months
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# ? Mar 10, 2020 18:50 |
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surfacelevelstudd posted:this looks super cool, i can't wait to give guns a try! only complaint is the flashing reload is a bit distracting. It feels like an animation from a light gun game. Part of me thinks it should be saying to shoot outside the screen.
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# ? Mar 10, 2020 21:27 |
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So how is this getting along?
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# ? Jul 25, 2020 19:18 |
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Pretty good actually, we've put in a lot of work behind-the-scenes to get NPCs existing in an actual, usable context and we're laying the groundwork for giving them something to do. https://twitter.com/Rhopunzel/status/1270242194121789440 We're mainlyworking on a bunch of not-visual-facing stuff at the moment so there hasn't really been a lot to show, but it's still going steady along. Scroll through Rho's twitter there to see some recent development like weapons that destroy terrain, a UI rework, more NPC stuff. There's some other real cool poo poo we're waiting to talk about soon but I can't really say too much more about it right now lol
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# ? Jul 25, 2020 19:56 |
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Babe Magnet posted:Pretty good actually, we've put in a lot of work behind-the-scenes to get NPCs existing in an actual, usable context and we're laying the groundwork for giving them something to do. Glad this is still going on. Keep up the good work!
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# ? Jul 26, 2020 11:09 |
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DACK FAYDEN posted:If it's got better gunplay than Starbound that's all it'll take to be good It needs the one good part of Starbound, aka the pre-nerf grappling hook.
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# ? Jul 26, 2020 13:31 |
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Sorry for the gap in thread updates, things have picked up a lot - I've been able to hire a team full time now so we're getting a ton of progress made. Speaking of which, to show that Starbound's bullshit energy is well and truly in the dirt: https://twitter.com/Rhopunzel/status/1303861891127824384
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# ? Sep 10, 2020 02:08 |
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Rhopunzel posted:Sorry for the gap in thread updates, things have picked up a lot - I've been able to hire a team full time now so we're getting a ton of progress made. Also, the real bullshit about starbound's energy meter was that it was effectively "Infinite ammo" in name only. It was terrible because you could hardly fire your guns at all, not because it was a meter instead of consumables. But hey, at least you WANT people to shoot their guns So the lack of deep rooted loathing for your player's needs is gonna do wonders regardless of needing a backpack full of bullets. Which you have already implied (stated?) can be farmed out to NPCs to save you sanity time anyways. More seriously. Where is ammo gonna land between "Shared Pistol/shotgun/Rifle/Kabooms types" or "Every single weapon has it's own unique ammo and crafting blueprint." Any hard goals decided by now for if enemies will have traditional infinite ammo until their corpse only leaves 0-2 shotgun shells? Or "To save on processing yes they have infinite ammo, but at least they drop a full crate of bullets instead of a single pity magazine".
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# ? Sep 10, 2020 03:04 |
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Section Z posted:Glad to hear you are still hanging in there in the bullshit that is 2020. We've been incredibly, ridiculously lucky to be in the position we're in. I pretty much count my blessings every day that we're able to continue development in the way we are. Currently the plan for ammo is to split weapons into projectiles, energy and special weapons. Projectiles will have 3 ammo sub types: Pistol, Rifle and Shotgun, and we're leaving the door open for sub sub types within those (armor piercing, hollow point, subsonic, etc) but won't be committing to them until the first level's figured out and balanced. Special weapons will be reserved for, well, special weapons, and their ammo will be unique per weapon (grenades, rockets, nukes, etc). Pistol and shotgun ammo will be more ubiquitous, rifle less so. So there'll be some decision making to be made - do you bring along weapons that are easier to find ammo for but do less damage, or more powerful weapons that ammo's harder to find for. Energy weapons are less set in stone, but we don't want them to be simply infinite ammo forever. We're exploring having them need to be recharged/refilled by a specific NPC, but having a much larger capacity count to make up for it.
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# ? Sep 10, 2020 03:20 |
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Rhopunzel posted:We've been incredibly, ridiculously lucky to be in the position we're in. I pretty much count my blessings every day that we're able to continue development in the way we are. As for energy? Well thankfully you are dealing in video games. So "Blaster Battery packs just sci-fi flavored Individual Magazines, right?" is not a stretch when you have to stop and craft your regular bullets anyways. Plus if only the most specially trained of NPCs could supply them? That only raises the question of "If these are so hard to so much as maintain, how come enemies never run out of laser ammo? Do they even HAVE laser refill NPCs?" More so if you kill a laser gun enemy and they drop jack poo poo for reloads But it is so much easier to forgive the idea of an offscreen crafting bench. Basically. You want to avoid the major decision point of the player using lasers being if they give a weary sigh checking their wristwatch. Needing to make a round trip to the special laser man only at two of your five bases causes that whether you have enough resources to make five laser batteries, or fifty. While simply being expensive as gently caress to craft, on your terms, can make only having enough to spare for three laser packs more engaging. Short version: If you want to limit lasers for reasons of "Because lasers are so rare and hard to supply (according to lore)" Then you sure as hell better be able to at least break even killing enemies with lasers via your own lasers. Especially out in the wild or small guard outposts that don't have their own Evil Laser Ammo NPC. Because at the very least, usually my top reason for wanting to use the biggest and best swords, guns, or robots... Is purely because the enemy keeps attacking me with them no matter how much I'm brow beaten with how incredibly rare they are. Otherwise I'd be happy with a rusty hunting rifle and some hand grenades for all of my days instead of desperately scrounging for plasma ammo. Section Z fucked around with this message at 04:51 on Sep 10, 2020 |
# ? Sep 10, 2020 04:42 |
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Yeah, I didn't hate the ammo/energy thing in Starbound, honestly. I don't think I'll hate ammo management too much either, but that said with this type of game the sandbox and building aspect holds my attention way longer than the action, so it would be nice if there could be an option (even if hidden in an admin console) to turn off ammo requirements for guns. But I do get you're aiming for more of an active game than a little 2-D minecraft that incidentally has a few guns.
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# ? Sep 10, 2020 06:59 |
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My only real comment on this is maybe have a discrete ammo inventory rather than having to make the non-choice of how much of your inventory to waste on ammo for a trip.
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# ? Sep 10, 2020 07:23 |
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i've only contributed a minor trailer critique to the thread months ago so I wanted to say I'm looking forward to the game big time and really enjoyed all of what was said in the past threads about what went wrong with that other game. Hope everyone involved in making this thing is doing okay
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# ? Sep 10, 2020 08:11 |
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Fuckin' hell I want this game so bad
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# ? Sep 11, 2020 01:21 |
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Oh nooo I hate ammo management. Will there maybe be guns that don't use it? Lasers or anything?
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# ? Sep 11, 2020 01:32 |
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HopperUK posted:Oh nooo I hate ammo management. Will there maybe be guns that don't use it? Lasers or anything? Yes, but we're aiming to keep it as simple as possible. There won't be any silliness like individual magazines or splitting bullets up or having to carry around stacks of ammo.
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# ? Sep 11, 2020 01:37 |
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Rhopunzel posted:Yes, but we're aiming to keep it as simple as possible. There won't be any silliness like individual magazines or splitting bullets up or having to carry around stacks of ammo. Ah sweet okay, good. I know some folk love all that but I do not.
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# ? Sep 11, 2020 01:40 |
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HopperUK posted:Ah sweet okay, good. I know some folk love all that but I do not. I like it, but I recognise it's an outlier preference so I figure it's best to keep it simple for the vanilla game and let modders do their thing if they want to go crazy with managing ammo
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# ? Sep 11, 2020 01:44 |
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# ? May 4, 2024 21:35 |
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The new inventory system in the latest dev update is so much nicer to look at, the UI of equipment slots just makes my day.
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# ? Sep 11, 2020 21:12 |