faetal on 20/4/2020 at 11:31
New XCOM game dropping on Friday.
Looks like filler spin-off to keep us busy until XCOM 3, which I am entirely OK with.
Renzatic on 21/4/2020 at 05:30
I'm honestly surprised that hasn't been done sooner.
demagogue on 21/4/2020 at 10:57
This little gem is dropping on Thursday (Friday for me).
[video=youtube;iDEDICQEze0]https://www.youtube.com/watch?v=iDEDICQEze0[/video]
henke on 21/4/2020 at 11:04
Yes, definitely looking forward to that one.
I've actually been prototyping my own flying taxi game for the last few weeks. I feel my gameplay is different enough from Cloudpunk (and the upcoming (
https://twitter.com/HoverCabby) Hover Cabby as well) that it won't feel like a ripoff, but I wanna play the released thing and see for myself.
Sulphur on 21/4/2020 at 11:16
Look, all I want in my cyberpunk flying car games is some idea of road rules. Do you fly on the right? The left? How are air lanes demarcated, and are there instructions from automated traffic controllers? Also, the entire point of flying cars is the third dimension, so where are my waterfall lanes? Stack elevation restrictions? No car zones? And why are people still piloting these flying metal crates that are about as aerodynamic as a cinderblock wrapped in aluminium foil?
Okay, okay. Fuck all that. I just want to know whether I can open a car door and fall onto someone else's cartop and jack the fuck out of it, ad infinitum until I reach the surface of the Earth and have to hitch a ride from a mouldy old trucker running his rig on kimchi and naturally sourced biogas. I've had this game wishlisted since forever and where are 1% of my expectations even? HUH!?
J/K, looks good. Review it, someone.
henke on 21/4/2020 at 13:01
Quote Posted by Sulphur
Also, the entire point of flying cars is the third dimension
My flying taxi game only plays on two dimensions. And no, the vertical dimension isn't even one of them. It's just the 2 boring horizontal dimensions. You're gonna hate it. :|
...
I mean... GET HYYYYYYYYYYYYYYPED
froghawk on 21/4/2020 at 14:13
Quote Posted by Renzatic
I'm honestly surprised that hasn't been done sooner.
Build is a disaster and every game that used it modified the engine so heavily that there's very little overlapping codebase. Hence this new project (and the previous java attempt, BuildGDX) basically compiling multiple source ports into one frontend.
Sulphur on 21/4/2020 at 17:42
Quote Posted by henke
My flying taxi game only plays on two dimensions. And no, the vertical dimension isn't even one of them. It's just the 2 boring horizontal dimensions. You're gonna hate it. :|
...
I mean... GET HYYYYYYYYYYYYYYPED
I'm okay with abstractions when your navigable space is a 2D plane. If it's in a 3D world with 6DoF, I'm gonna expect more though, yeah.
Briareos H on 27/4/2020 at 11:29
The driving and traffic management models are rather simplistic, it is not true 6DoF, you travel along a plane and can freely control your elevation within boundaries. There's a short in-game justification about a city grid which doesn't make a lot of sense. Other vehicles mostly follow the streets and regulate their elevation so that they avoid each other while keeping right, nothing more.
I've finished the game. Cloudpunk is a tech-noir adventure/visual novel grafted onto a delivery game. Gameplay-wise, it is far from perfect any way you want to look at it: driving is as frustrating as it is fun, not as deep or interesting as I would have liked and you end up fighting against the controls very often; same goes for on-foot sections: exploring and collecting stuff is nice and doesn't get too old but the player character snags parts of the environment all the time, which makes getting around a pain. The writing is good, even great at times, but narration is often a bit on the nose, not all voice acting is great and sometimes I just felt like skipping unnecessary dialogue. It's also not a hardcore game: I never felt like I was in any kind of danger and the tone is noir but not sinister.
Despite the shortcomings, the visuals and voxel tech are gorgeous and the music, atmosphere, tone are perfect. If you've ever dreamed of an experience that would give you some freedom to roam the LA of Blade Runner, this is it. This feels like Blade Runner like nothing else, just keep in mind that the first contact with the actual gameplay is a bit rough and that you should approach it like an adventure game, as it is ultimately an unfulfilling delivery game.