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TIGSource ForumsCommunityDevLogsOutland 17: Void of Liberty (TRPG) Post-Kickstarter
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Author Topic: Outland 17: Void of Liberty (TRPG) Post-Kickstarter  (Read 10350 times)
TheChaoticGood
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« Reply #40 on: March 02, 2015, 05:22:08 PM »

Better show of Level 3. That statue is about to fall on his head.

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TheChaoticGood
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« Reply #41 on: March 18, 2015, 04:09:45 PM »

We just updated our GUI. What do you think?

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TheChaoticGood
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« Reply #42 on: March 18, 2015, 04:16:46 PM »

Untextured Space station


Textured Space station

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Zogthor
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« Reply #43 on: March 18, 2015, 10:21:46 PM »

Our demo is live over at GameJolt! Check out our progress so far and take it for a spin!

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TheChaoticGood
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« Reply #44 on: March 20, 2015, 04:50:12 PM »

We updated our favorite scene. What do you think?

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TheChaoticGood
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« Reply #45 on: March 22, 2015, 02:30:48 PM »

Based on player feedback we've made some changes.

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knifeySpoonie
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« Reply #46 on: March 23, 2015, 06:28:21 AM »

Based on player feedback we've made some changes.



Looks good. I think using colour is one of the quickest ways of getting across information in your UI... Games looking really cool so far!
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TheChaoticGood
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« Reply #47 on: March 23, 2015, 04:49:16 PM »

Thanks knifie spoony. It was a small change that made a huge improvement.

Here are a couple more improvements we've made.




The title screen now looks awesome. Sometimes I just stare at it.

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Zogthor
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« Reply #48 on: April 06, 2015, 09:12:00 PM »

Items play a crucial role in Outland17. Your soldiers are the primary tools of your rebellion, and they are completely open to full customization. Any unit can use any item you find in the game. The more they use a single item over time, the better they get with it, and the more skills they can unlock with it.

So say you've been having squad member Jimmy run and gun with a pair of pistols for several levels now but you come across a mission that needs more long range tactics. You want to bolster your team of mid-range shooters to include a sniper in the back. All Jimmy has to do is switch out those weaker pistols for that sniper rifle and he can start using it and build up his proficiency and abilities in battle.





We've tweaked the rank up system with weapons in the latest demo so that you rank up faster with weapons as you use them. This way you don't spend all your time trying to grind your proficiency with a weapon, allowing your squad member to become decent with it within one mission.

In addition, where you wage your rebellion in Outland 17 is just as important as how you level up your squad. Player's progress through the campaign by beating strategic areas of the campaign map one battle at a time. You can only cover so much ground, not every battle can be won, and every new zone contains different item drops.



Do you attack weapons cache to resupply the cause? Or do you risk valuable resources and lives to protect citizens? Do you raid a medical supply to replenish your own? Or do you take down Heavy artillery to add a substantial boost to your fire power?
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Zogthor
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« Reply #49 on: April 11, 2015, 07:34:42 PM »

We've added a new level to our demo on GameJolt to celebrate reaching 5K downloads. This one shows off our development of destructible environments that go beyond just crack textures. We want the entire terrain of the battlefield to be subject to changed depending on the choices of the player.



We also made some updates based on feedback we've gotten on our GUI. The perk tree has been redone so you can tell where you can new skills into.



There was a lot of feedback from players and YouTubers that felt very limited on what each person could do during their turn. Particularly having to choose between moving, shooting, taking cover, or using an ability. We've leveled the squad members you start out with so that you can do more during your turn and is representative of what players can do at higher levels.

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Zogthor
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« Reply #50 on: April 18, 2015, 03:15:11 PM »

Kickstarter update!

The Outland 17: Void of Liberty Kickstarter is in full swing and the community has arrived in full force with feedback and support. Just because the Kickstarter is up doesn't mean development stops!

Our goal for the game is to promote community driven development and transparency. In response to the your critiques and valued input, Rob and JC have updated the combat GUI.



We've cut out extra info that was unnecessary during gameplay, thanks to the YouTube videos we've seen of people playing. We then compartmentalized weapons and abilities so that they're both seen, and you don't have to switch back and forth between them. Overall, the design goal is to clearly display information players need without detracting from immersion.

There's also been a font size increase on damage and effects that happen during combat. This was for improved legibility and to give a meatier feeling when you land your blows.



Download the demo and check out the new improvements for yourself! Let us know your own feedback on the game!

We also have been exploring ways to make the camera more dynamic. Currently the camera is set on a static rail that you can move right and left to explore the map. We'll soon be changing it so that it will pivot around the center between the two opposing squads. This will keep the streamlined camera mechanics while not feeling so stiff when looking around.



Part of the community outreach we've received included getting to sit down with Joyce Bautista (@ladyremee) from HeartGamingg. We joined her on her Twitch channel to tell a little bit more about the team and play through some of the demo. She loves tossing grenades and bringing the statue down on the enemy's heads. If you want to see the answers from the interview, just check out the video on her channel

or click the image below!



Thank you all for the support and if you haven?t checked us out yet but want to get involved, help us spread the word or  donate to the Kickstarter, even a dollar helps us out. Step by step, one travels far!
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Zogthor
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« Reply #51 on: April 25, 2015, 09:26:42 PM »

Things have been pretty busy running the Kickstarter. We're developing a new game trailer for everyone that highlights our game a little bit more effectively. There's some cool new cinematic shots showing a hover pony chase scene at the end that I wanted to share. Zoom zoom =P





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Zogthor
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« Reply #52 on: May 12, 2015, 09:28:49 AM »

We're down to the last 24 hours on the Kickstarter and we've gotten a big boost from being the featured project on the Game category page. We're over the halfway point in our goal with $5,200 and over 220 backers.



Things are looking grim but we believe in ending on a strong note. If you'd like to help support us in our final hours, check out the Kickstarter with our new trailer and help us spread the word. I appreciate any support we can get, even shoutout through a tweet =) Thanks.
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Zogthor
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« Reply #53 on: May 13, 2015, 09:49:05 PM »

The Kickstarter ended at 60% funded. We may not have been funded but the response back from the Kickstarter community has helped keep us optimistic about the project. Development will be continuing for the game and we'll be working on refining our presentation to bring it back to Kickstarter for another pass. The good thing is that we've increased our own community with people who would be willing to back us when we relaunch, which will give us a good base to start with.

The major issue we still face is exposure. Once we got featured on the Games category page there was a significant uptick of backers coming in, it just came too late. I'll be sharing more about our plans moving forward in our post-mortem later. Till then, I'll be catching up on sleep.

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Vus
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« Reply #54 on: September 06, 2015, 08:15:43 AM »

This project looks great! Any new screenshots? Smiley
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TheChaoticGood
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« Reply #55 on: September 07, 2015, 07:53:33 PM »

This project looks great! Any new screenshots? Smiley

Thanks Vus.
 We haven't released any new art yet, but I wanted to let you know what we have been up to and what we've learned from development thus far. I wrote an article about it on Gamasutra. Check it out and tell me what you think.
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