Melan on 15/4/2017 at 13:19
Considering the costs of modern level design (in terms of manpower, assets and time), I'd be pleasantly surprised if it was even close to UW1's size. Large rooms, sure. But a vast, labyrinthine underworld full of hidden nooks and crannies?
twisty on 16/4/2017 at 02:50
Quote Posted by ZylonBane
When you're relying so much on public funding, from a public that has become very jaded about this sort of thing, you kind of have to reveal your progress more than usual.
A good point, and one that was sadly very obvious during their initial funding-raising stint. While the Underworlds are widely regarded as classics, there just wasn't as much public interest compared to many other games that have been able to secure funding by offering less revelatory tier rewards and updates. I agree their approach made sense during the Kickstarter phase but feel that they should have shown greater restraint after reaching their funding goals.
Quote Posted by Brad Schoonmaker
Is this in reference to the art style? (big-boned skeletons...)
I myself don't worry about the process. There are a good amount of original designers on board so I trust I will like it.
Agreed, given the team contains developers who helped define many of my most important gaming experiences. They've also managed to secure some incredible new talent as well, such as their Art Director, Nate Wells. Considering however that Bioshock Infinite & The Last of Us are two of the most visually impressive games ever made, I've found his "authored look" to be a disappointing contrast to those games. Budgets aside, it's the overall aesthetic that is less appealing as an underlying artistic direction for an Underworld game.
Renault on 17/4/2017 at 05:55
I haven't really followed the development of this game in a while - what stage is it at? Any vague ideas of a release date? I think they originally said late 2016 which even at the time seemed unrealistic.
vorob on 5/8/2017 at 17:57
(
https://youtu.be/9aEM0wv4O3M)
If anyone is interested, my walkthrough of test location. I'm demonstrating game core mechanics.
I apologize for mistakes in my English, it's not my native language :rolleyes:
twisty on 7/8/2017 at 15:36
I haven't watched it for the same reason I'm probably not going to play the game until it gets a full release, however am interested in your impressions of the various systems you played with. Does it feel fairly solid now and fun to experiment?
Starker on 7/8/2017 at 16:58
This is just a prototype, the first one released to backers. Unlike the later prototype, there's no art assets and the mechanics are very rudimentary.
The real answer to how the game is shaping up will be delivered by the vertical slice in a few days.
vorob on 8/8/2017 at 12:46
Quote Posted by twisty
I haven't watched it for the same reason I'm probably not going to play the game until it gets a full release, however am interested in your impressions of the various systems you played with. Does it feel fairly solid now and fun to experiment?
Ye, like Stalker, said, it's just raw mechanics, so no spoilers or anything about the story. From my point of view, mechanics are interesting and rich, but realization is horrible. But let's wait for new prototype planned for this Thursday.
Starker on 8/8/2017 at 13:21
The new one isn't a prototype, it's the real deal -- a part of the game they are working on. Also, it's supposed to be a huge leap from the last prototype, which was basically just a couple of areas with skeletons.
vorob on 8/8/2017 at 15:14
Quote Posted by Starker
The new one isn't a prototype, it's the real deal -- a part of the game they are working on. Also, it's supposed to be a huge leap from the last prototype, which was basically just a couple of areas with skeletons.
Ye, missed that :) I just don't understand, only 75$ backers will have access to it?