Development blog #2 - Summer 2011
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Warder
Harald
Izual
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Surface Dwellers :: On-topic :: News
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Development blog #2 - Summer 2011
We didn't write any news post for the 1st of August - sorry! In this summer period, advertisements for FOnline servers with shiny eye-candy & art seemed to pop up all the time, so you may have thought that compared to them we're inactive/unworthy. Damn, we're not! When it comes to games - and above all, games in development - it's always useful to remember that "All that is gold does not glitter, and all that glitters is not gold".
That being said, the time we did not spent in advertising was spent in thinking and discussing about the game. Also, eating pizzas Anyway... Amarok did spent a lot of time writing scripts, and I think it's very true to say that - as scheduled - we've really went forward in the game development. We also took a few decisions about splash damage - to be more specific, about hex-targeting. Most of the thinking was about ambiance stuff, like, for example, music. We are in contact with a few professional artists and it'd be a good material for a future newspost, so stay tuned! Ambiance and music are very important in this project - maybe more than in any other FOnline game. Survival-horror doesn't work if it doesn't have a proper background.
I know it's not a great reading and not a very exciting blog post, but, hey. Summer's over now! Don't think we're now bored with this project or so. We had a very kind email of Mark Morgan a few days ago and we wouldn't have emailed him first if we were dull!
We're so kind we even show you a screenshot (with temporary HUD) took during a troubleshooting session. This is part of a dialog made by Kroktil!
See you soon, and, of course say tuned. Don't let the zombies catch you
That being said, the time we did not spent in advertising was spent in thinking and discussing about the game. Also, eating pizzas Anyway... Amarok did spent a lot of time writing scripts, and I think it's very true to say that - as scheduled - we've really went forward in the game development. We also took a few decisions about splash damage - to be more specific, about hex-targeting. Most of the thinking was about ambiance stuff, like, for example, music. We are in contact with a few professional artists and it'd be a good material for a future newspost, so stay tuned! Ambiance and music are very important in this project - maybe more than in any other FOnline game. Survival-horror doesn't work if it doesn't have a proper background.
I know it's not a great reading and not a very exciting blog post, but, hey. Summer's over now! Don't think we're now bored with this project or so. We had a very kind email of Mark Morgan a few days ago and we wouldn't have emailed him first if we were dull!
We're so kind we even show you a screenshot (with temporary HUD) took during a troubleshooting session. This is part of a dialog made by Kroktil!
See you soon, and, of course say tuned. Don't let the zombies catch you
Izual- Developer
- Posts : 295
Join date : 2011-04-20
Location : France
Re: Development blog #2 - Summer 2011
YEEPPPY!!!
Splash damage is pretty much needed for sure (as I do believe there would be hordes of enemies), however, wouldn't this buff explosives and overally big gun users? Technically all BGs have area effect (well, bozar is an exception, but doubt it will make it into the game), and even the flamethrower would be rather overpowered compared to people trying to play as a sniper.
Splash damage is pretty much needed for sure (as I do believe there would be hordes of enemies), however, wouldn't this buff explosives and overally big gun users? Technically all BGs have area effect (well, bozar is an exception, but doubt it will make it into the game), and even the flamethrower would be rather overpowered compared to people trying to play as a sniper.
Harald- Caveling
- Posts : 26
Join date : 2011-05-18
Location : Latvia, Jurmala
Re: Development blog #2 - Summer 2011
No, when we talk about splash damage it's about rockets, grenades (...) so it's not all about Big Guns. Explosive weapons will be, I think, fairly dispatched in all weapons category. We plan to have a grenade thrower (rifle, and/or pistol) in the Small Guns category. But we mostly thought about the hex-targeting. It will be supported, of course, but in a way that hasn't been done before, a more realistic way.
Flamethrower has a range of 5 iirc (we can't change it due to the critter animation). Sniper has an almost infinite range, but is very weak when it comes to kill close targets. But we already talked about all this :p Also, flamethrower hasn't really "splash" damage.and even the flamethrower would be rather overpowered compared to people trying to play as a sniper.
Izual- Developer
- Posts : 295
Join date : 2011-04-20
Location : France
Re: Development blog #2 - Summer 2011
Glad to hear you, i thought zombies found way into your secret bunker
Lilly reminds me of Gus Mally from "Gauntlet" movie... I mean the way she is talkingThis is part of a dialog made by Kroktil
Warder- Caveling
- Posts : 11
Join date : 2011-05-23
Re: Development blog #2 - Summer 2011
Wow, glad to see you guys are still here :) can't wait for the game.
Overdose- Caveling
- Posts : 11
Join date : 2011-05-24
Re: Development blog #2 - Summer 2011
hex targeting... could this perhaps mean partially destructible environments?
It be great to be able to blast a door (or wall!) open, and those rusty barrels ain't gonna light themselves.
It be great to be able to blast a door (or wall!) open, and those rusty barrels ain't gonna light themselves.
Rosmy Sundr- Caveling
- Posts : 23
Join date : 2011-06-04
Re: Development blog #2 - Summer 2011
Lilly reminds me of Gus Mally from "Gauntlet" movie... I mean the way she is talking Grin
Never saw this one
Kroktil- Dialog writer
- Posts : 16
Join date : 2011-05-30
Re: Development blog #2 - Summer 2011
Glad you're all glad.
Edit/Quoting smileys didn't work? Fixed now.
Yes, but it's not possible with Fallout 2 graphics, and I don't think it really fits SD gameplay. So, nope. No destructible environments, sorryRosmy Sundr wrote:hex targeting... could this perhaps mean partially destructible environments?
It be great to be able to blast a door (or wall!) open, and those rusty barrels ain't gonna light themselves.
Never. But we still have a secret exit for the secret bunker in case they'd come in.Glad to hear you, i thought zombies found way into your secret bunker
Edit/Quoting smileys didn't work? Fixed now.
Izual- Developer
- Posts : 295
Join date : 2011-04-20
Location : France
Re: Development blog #2 - Summer 2011
good to hear this Izual
LagMaster- Caveling
- Posts : 41
Join date : 2011-06-02
Surface Dwellers :: On-topic :: News
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