Vojtechsonik on 12/7/2013 at 13:12
So a System Shock with stealth? Great, gonna try this one.
Renault on 12/7/2013 at 13:58
Thief and System Shock mixed, cool idea. The vid looks really good.
Quote Posted by Flux
PM if interested, or shut up. Always good to have some taffers in teams.
Interested in contributing, play testing, just trying it out...?
Flux on 12/7/2013 at 15:03
Quote:
Interested in contributing, play testing, just trying it out...?
Contributing at the moment... have some demo & solid ai & weapons & tools but we're blocked how to present the whole thing and proceed...some serious designers perhaps, want to give hand?
henke on 12/7/2013 at 16:02
Nice work, man. Reminds me of Chronicles of Riddick a bit. :D
Melan on 13/7/2013 at 12:55
I like where this is going. Keep it up! :cool:
Although, for all the glowy stuff and high-tech gear Future Guys are wearing, they still weren't issued mounted flashlights with those power suits. :(
Springheel on 13/7/2013 at 19:14
Looks cool! :)
Renault on 13/7/2013 at 19:50
Got a chance to watch the entire video - looks like a really cool project. Is it going to be an 50/50 mix of stealth/action, a pure hybrid type of game? There's some stealth in the beginning, and I can see the light gem in the bottom left, but after the first couple of minutes, the vid pretty much turn to all action/shooting/violence.
Thought I might have heard some "borrowed" TDS zombie sound effects in there, right? ;)
Also, I noticed the url for your website at the end, and it didn't work. Then I did a Whois and saw it wasn't even registered yet! Might want to jump on that, since the vid's on youtube and all.
Anyway, looks great so far - I wouldn't be much help in the design area, but I'd love help playtest and alpha/beta versions. Anything you can tell us on the story?
Flux on 14/7/2013 at 07:27
Thanks for the feedback.
We have a playable demo and several mid-size European publishers and one big American distributor wanted to play it after seeing the video. They all refused to sign the game.
Reason : "Too difficult, too old-school stealth."
Of course they didn't word it this way but that's what they hinted at. I can't blame them. Publishers send demo to market research companies or have one in-house, they build focus-groups and let kids play.
So "free-roaming, truly large, non-linear levels with multiple-paths, strictly first-person, staying in shadows type of stealth game, without any flashing arrows to lead you" is boring perhaps.
Also we got feedback along the lines like "prototype is good, solid, but should add more "horror" elements."
This is where I got lost and can't proceed and try to add some feedback/expand team.
Nowadays, it is even impossible to get listed on steam, they have their own greenlighting system.
ascottk around here helped with rigging & animations, James Tan from udk community did all the programming. I did the rest along with two local character artists.
We spent like a whole year to have bugless-flawless ai & working weapons & tools. We even have bug-less saving and loading system that we worked for months to have it done in old-school way, a.ka without check-points and "save-whenever you want" kind of saving system and it works. But who cares? Majority of customers truly want a linear game I guess.
I also don't know what "you should streamline stealth, add more horror elements" means. I mean, I think I know, but...nevermind...
Muzman on 14/7/2013 at 11:32
Quote Posted by Flux
Thanks for the feedback.
"Too difficult, too old-school stealth."
I can't blame them. Publishers send demo to market research companies or have one in-house, they build focus-groups and let kids play.
And they're generally terrible at discerning what people might actually want to play, as Minecraft and a few dozen kick starters can attest to.
(seriously, everything I've read about the methods úsually employed does not reccommend their science one bit and is generally guaranteed to self select for stuff they already make or people have already played).
I don't know what you should do next exactly. Kickstarter is a bit of a jump and not what it was even a year ago. Keep going as best you can I guess.
Anyway, looks good. The enemies look a bit slow off the mark. I'm probably not the one to ask though. I fantasise more and more about a stealth game where the enemies can see more or less like people and then react like them. Which I'm aware is a good way to make something unbelievably hard, if it's even possible to pull off.