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Geti
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« Reply #120 on: September 07, 2014, 10:58:55 PM »

Getting proofreading on the text content sounds like a great idea, always good to polish things where you can Smiley Keen to see more progress either way.
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08--n7.r6-79.84
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« Reply #121 on: September 16, 2014, 03:10:09 AM »

Design of "Station Office" location for demo, not final version:



And x2 version, if you like scaled pixels.
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08--n7.r6-79.84
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« Reply #122 on: September 16, 2014, 12:58:49 PM »

3D version of player's shuttle by Andrei Mishanin:



I like it c:
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clockwrk_routine
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« Reply #123 on: September 16, 2014, 01:00:06 PM »

hnnnggg
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SolarLune
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« Reply #124 on: September 16, 2014, 04:30:57 PM »

Urbody loves pixel art 3D stuff. Looks great, though kinda anti-aerodynamic to be a shuttle, haha.
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bombjack
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« Reply #125 on: September 16, 2014, 11:07:59 PM »

The 3D stuff looks very nice  Grin
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primaerfunktion
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« Reply #126 on: September 16, 2014, 11:18:55 PM »

Looking awesome! Great work so far.
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08--n7.r6-79.84
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« Reply #127 on: September 17, 2014, 07:40:10 AM »

Thanks, guys, but actually it's just fan art, game is still 2D, on current stage of development is hard to change it  Shrug

Looks great, though kinda anti-aerodynamic to be a shuttle, haha.

Yeah, because it's space shuttle.  Wink And also it's future, we don't know what technologies they will use.  Smiley
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« Reply #128 on: September 17, 2014, 07:51:07 AM »

damn i was only interested with the post title, then i click, dig the arts, animations, interface and icons are nice too. looking for gameplay video or such to burn my dev spirit moar Cool
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« Reply #129 on: September 17, 2014, 08:00:57 AM »

Beautiful game, and you speak better English than some Americans lol. It wasn't until my Russian work-mate asked for help that I realized how complex and sometimes ridiculous it is.
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« Reply #130 on: September 17, 2014, 08:32:22 AM »

Looking forward to some gameplay footage.
The art is looking great
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08--n7.r6-79.84
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« Reply #131 on: September 17, 2014, 08:44:09 PM »

Lazcht, Cranky, we will publish video with gameplay as soon as I finish doing the first story level of demo. And also we need to rework gui which had to be changed when we refused screen sized levels.

Beautiful game, and you speak better English than some Americans lol. It wasn't until my Russian work-mate asked for help that I realized how complex and sometimes ridiculous it is.
Haha, during the alpha test of game most of the complaints were for story texts on English c:
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« Reply #132 on: September 17, 2014, 09:13:39 PM »

Art looks amazing.

I found that sound that played every time an enemy spawned to be really annoying. I also don't think it sounds at all like I would imagine something crawling up from the floor would sound like. Just a small nitpicky thing :p
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« Reply #133 on: September 21, 2014, 05:58:17 PM »

Still waiting for the animated teaser a la 5t3413r
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Blambo
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« Reply #134 on: September 21, 2014, 06:05:54 PM »

buhhhhhhh
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08--n7.r6-79.84
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« Reply #135 on: September 23, 2014, 01:01:40 AM »

I found that sound that played every time an enemy spawned to be really annoying. I also don't think it sounds at all like I would imagine something crawling up from the floor would sound like. Just a small nitpicky thing :p

We'll fix it, thanks for feedback!

Still waiting for the animated teaser a la 5t3413r

Sure, I already have a script for teaser. But first we have to done all works required for the release of demo.
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« Reply #136 on: September 23, 2014, 02:32:23 AM »

So how far did the game come after the prototype on newgrounds? ( i think it was called kripperz there ).
To be honest, i didn't quite like the game back then gameplay-wise. The presentation was of course fantastic, but it was just soo unbalanced and had some weird design desicions  Shrug
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08--n7.r6-79.84
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« Reply #137 on: September 23, 2014, 03:26:05 AM »

So how far did the game come after the prototype?
Now protagonist play only in big rooms (and they are still procedural generated), so we abandoned game screen sized rooms. Also, we added XP points, skills and perks (and still work on this), but parameters player now much smaller and the game is more hardcore.
+ a lot of small fixes, based on feedback/comments, some of which have not yet been added. Also, we plan to add more variety of enemies and items.


To be honest, i didn't quite like the game back then gameplay-wise. The presentation was of course fantastic, but it was just soo unbalanced and had some weird design desicions  Shrug

I was against of release that prototype, but the previous programmer (Naram) said that he needed to leave city, so he can't continue develop this game. I think we shouldn't release the game in a such form and don't like it.
We were arguing, I have insisted that we must work on balance and finish game, but couldn't prevent him because he need the money and for this reason we sold that prototype to Armor Games.
Again - I was against of release that prototype and I don't like it too. That's why I not talk about this here and still hope that we will do something interesting with new programmer, Otsego.
« Last Edit: September 23, 2014, 03:46:41 AM by 08--n7.r6-79.84 » Logged

08--n7.r6-79.84
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« Reply #138 on: September 23, 2014, 03:31:14 AM »

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08--n7.r6-79.84
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« Reply #139 on: September 23, 2014, 03:32:37 AM »

Testing game on Vita:



 Oops, only 29 FPS.
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