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342
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Developer / Business / Re: Indie bubble
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on: November 09, 2013, 03:32:46 PM
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Yeah, I think if we're all honest with ourselves, deep down, none of us want people buying anyone elses indie games It's selfish and overly competitive, but if we worn't either selfish, competitive or both we probably wouldn't be making games still
I don't think it's good, but it is true none the less I wish the whole scene was less competitive and more supportive I wish I was less competitive and be more happy when others succeed
Honestly, as long as I get the money I need I could care less about what else happens. Also on the other hand it's probably in our best interests in the long term for others to be doing well, since chances are one may have to work with them sooner or later (either as a collaboration or by outright hiring those developers). Without that one will be forced to do everything by oneself which means that even if you do well you may not be able to go with more ambitious projects. Yeah, I guess it's all come about from trying at selling indie games for so long without getting anywhere near the money i need to live off it
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344
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Developer / Business / Re: Indie bubble
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on: November 09, 2013, 03:21:14 AM
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Yeah, I think if we're all honest with ourselves, deep down, none of us want people buying anyone elses indie games It's selfish and overly competitive, but if we worn't either selfish, competitive or both we probably wouldn't be making games still
I don't think it's good, but it is true none the less I wish the whole scene was less competitive and more supportive I wish I was less competitive and be more happy when others succeed
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345
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Developer / Business / Re: Indie bubble
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on: November 08, 2013, 11:55:46 PM
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Even though I was one of the 100 greenlit game he mentions in this article I was still stabbed with a feeling of dread for indie games.
Steam customers only have the time or money for so many games and it's totally possible for a gamer to have run out of pocket money by the time your games goes on sale (i think)
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348
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Feedback / DevLogs / Re: Kingdoms Rise
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on: November 04, 2013, 05:47:38 AM
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Yeah, I've seen a lot of harsh words go around the steam forums. But its always good to consider things from the 'black hat' mindset. I think a much bigger problem developers face is surrounding themselves with people who will vett their words and always give feedback biased towards kindness.
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349
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Feedback / DevLogs / Re: Kingdoms Rise
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on: November 04, 2013, 12:53:06 AM
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yeah ok, that's a good idea I just feel like, even if forums are dead, there needs to be a place for people to post thier experience with the game and also have thier say on changes etc. Forums are also good for facilitating events like tournaments and LANs and stuff Anyway, here's some video highlights from our aussie playtest last night http://www.youtube.com/watch?v=kU7viu7c6qQ
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354
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Feedback / DevLogs / Re: Kingdoms Rise
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on: October 31, 2013, 02:23:28 AM
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I personally prefer nameplates over outlines, but thats just my own opinion. on to some more questions. will there be a possibility to change your characters main hand? it shouldnt be too hard to implement mirrored poses and animations, but I am no expert on this. how does blocking with a shield work? is it similar to parrying or does the shield have some kind of durability that runs out as you keep blocking? after you "finished" the game (released it and fixed any bugs that might have showed up), do you plan to keep adding items, maps or other to it? even with the workshop it would be nice to get new items from the maker of the game. I havent quite understood how magic works yet, we seem to be able to pick a few spells to use in battle, but do these spells have a cooldown or do they use mana?
We don't have hand changing, but if we find it pretty easy to add in later on then I don't see why we wouldn't. (But I don't think it would be very easy in UDK, Will have to investigate) Shields block all swing directions but after taking a couple of whacks they will smash. I'll definitely be adding more bits of armor and swords and other things into the game long after it's release (provided there are people playing it) Up until some new game takes up all my time, or we might just keep making add-ons for this one, who knows. Spells don't use mana, they all have a cooldown which is based on how effective that spell is. So huge area explosion spells have big long cooldowns where something like a small low damage ice bolt will have a short cooldown. Cooldowns don't reset with death, so players can't just run in -> use the big spells -> suicide -> repeat.
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355
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Feedback / DevLogs / Re: Kingdoms Rise
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on: October 30, 2013, 04:09:09 PM
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great and great. another thing that popped into my mind, will we be able to change the colour of the weapon glow? also, I tend to get quite panicky in more chaotic games, is there some way to tell friends and foes apart at first glance? concerning the game progression, do we get all pieces of gear unlocked, usable or found (whichever applies) at the start of the game, or do we just start with a small selection of items which broadens as we progress in the game?
We're wanting to make the gear unlock over time as you play and earn xp or gold or something like that. We're trying to hook all that in with Steam Workshop so that the items go into your Steam inventory, like TF2 or Dota. But yeah, it's pretty hard to set up, so it's not there yet Teammates should be fairly easy to distinguish, at the moment you have to tell them apart by cape color. However we should soon add a small teammate HUD icon or nameplate over their heads And into the future I would really like to see some L4D style outlines for teammates, but that's a bit too hard to add any time soon
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356
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Feedback / DevLogs / Re: Kingdoms Rise
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on: October 30, 2013, 02:49:28 PM
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All the armor bits will be given a hidden "heaviness" value based on how bulky the piece looks. All the heaviness of your characters armor will get added up into a total and that total will give you more damage resistance as well as slow you down (if it's high enough)
As for the tinting, at the moment it doesn't apply to the metals, only the clothy parts Eventually I'd like to have the metal able to be changes between alternate metallic materials (eg. bronze, silver, gold, iron)
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359
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Player / Games / Re: What are you playing?
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on: October 28, 2013, 04:50:10 PM
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........Please tell me this is not the real solution I heard you can get jetpack boots or something?
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