Lorenzo.ns
(Lorenzo.ns)
March 14, 2012, 1:11am
382
eh vedete che la concorrenza gli fa bene
Se ho capito bene una delle cose che stanno tantando di fare è di rendere dinamico anche lo stato dell'UFO una volta che è stato abbattuto.
Ovvero quanto gravi sono i danni che ha subito lo scafo e come è atterrrato (riuscendo a posarsi a terra o precipitando)
Immagine esplicativa
Lorenzo.ns
(Lorenzo.ns)
March 14, 2012, 10:20am
387
veramente è che l'artista grafico è ritornato dopo una lunga malattia ed il coder IA è stato licenziato--> sostituito per scarsi risultati.
questi poveracci lavorano part time al gioco, se avessero introiti migliori, potrebbero optare per un full time sul gioco.
Lorenzo.ns
veramente è che l'artista grafico è ritornato dopo una lunga malattia ed il coder IA è stato licenziato--> sostituito per scarsi risultati. questi poveracci lavorano part time al gioco, se avessero introiti migliori, potrebbero optare per un full time sul gioco.
Capisco a loro, ma non è che puoi pretendere che la gente dia soldi cosi sulla fiducia.
Anche quelli di Kerbal Sapce Mission stanno stanno sparando 15$ e se pur li almeno scarichi e giochi con qualcosa, il gioco è veramente terra terra, bellino e promettente, ma terra terra.
Giochi come Counterstrike sono stati fatti senza 1 solo $ eh, va bene che era un mod e qui devono fare tutto da zero, ma almeno arriviamo a qualcosa di concreto prima di sparare cifre e addirittura fare la versione "premium" (con l'Avatar per il forum come gadget....)
Si fà più bella figura a fare un DONATE di 5$ adesso, a scalare con la versione definitiva.
Non credo di ragionare male.
Lorenzo.ns
(Lorenzo.ns)
March 14, 2012, 11:22am
390
NoOb 4 passiOn
e cacciali sti euro
ho già sganciato per la premium IO.
mica tre pinze ed una tenaglia come te.
Sì, va beh, ma ancora non c'hai detto se sto giocodemmerda ti piace o no.
ARDO'
Capisco a loro, ma non è che puoi pretendere che la gente dia soldi cosi sulla fiducia. Anche quelli di Kerbal Sapce Mission stanno stanno sparando 15$ e se pur li almeno scarichi e giochi con qualcosa, il gioco è veramente terra terra, bellino e promettente, ma terra terra. Giochi come Counterstrike sono stati fatti senza 1 solo $ eh, va bene che era un mod e qui devono fare tutto da zero, ma almeno arriviamo a qualcosa di concreto prima di sparare cifre e addirittura fare la versione "premium" (con l'Avatar per il forum come gadget....) Si fà più bella figura a fare un DONATE di 5$ adesso, a scalare con la versione definitiva. Non credo di ragionare male.
Gesù in croce, ma che diavolo stai cercando di dire?
Lorenzo.ns
(Lorenzo.ns)
March 14, 2012, 2:16pm
393
a me piace, ma come ripeto da mesi, è ancora acerbo; imho in un paio di mesi fanno passi da gigante con l'IA che è uno dei più grandi dubbi/problema per ora, oltre i bug.
il capoccia ci ha anche promesso una nuova feature per la prossima patch di questa/prossima settimana, spero in un tech tree più lungo. (per non spoilerare il gioco, ci sono 4-5 ricerche in croce che portano max alla laser tech)
che dopo notch ormai qualsiasi stronzo con 3 righe di codice in un cassetto crede di poter ripetere l'exploit e ti chiede i 15 dolla sulla fiducia
Eh qualche volta diventa un pò stronzo Sent from my iPhone using Tapatalk
Lorenzo.ns
(Lorenzo.ns)
March 26, 2012, 10:04am
396
Build V9.2 is released on Desura. This is mostly a stability / usability fix build, though it does have some new features: New features: - There's a new air combat GUI that has been (mostly) implemented. We still need to do a few more tweaks on it, both in terms of visual and code issues, but it's nearly done. Key new features are: spanky new visuals, a throttle control that allows you to speed up / slow down aircraft, tooltips and more visual feedback on which weapons are ready to fire and when. - We've added a Toggle Roof button on the ground combat UI which you can use to display buildings at ground level, which should be useful if your soldiers are behind a wall and you can't see that. We'll look at getting this turning on and off automatically but you'll have to do it manually for now. - You can now manufacture the MiG-32 once it has been researched. You need an empty hangar slot to do this. - You can move soldiers, vehicles and aircraft from base to base using the new "Relocate" button on the Soldier / Vehicle / Aircraft Equip screens. - UFOs should now contain the correct research materials for you to be able to construct laser weapons and wolf armour again. - Friendly AI soldiers will now appear on the Industrial tileset. They don't do anything yet. We'll plug them into the AI for the next update. Bugfixes: - The crash in June has been fixed up. For the remaining bugs, I think we've fixed quite a few but I don't actually know - I'll get Matthew to give me an update next week on what should be fixed. Essentially he's doing crunch in his real job at the moment so he's not about, and he compiles the changelog as far as bugs are concerned. I think this should be much more playable than before though. It'll be worth reading this post on what our plans are for the next couple of weeks. Should be exciting times for the project!
PROGETTO KICKSTARTER (indigogo.com)
OK, so the time has come to bite the bullet and do a Kickstarter for this project. If you're unsure as to why we'd want to do this, it's mostly because a variety of games have done very well out of it - Doublefine and Wasteland 2 being the two most famous Kickstarters so far, but much smaller games like FTL have also raked in a lot of cash too. FTL is sitting at $150,000 at the moment. To put that in perspective, that's substantially more than we've taken in pre-order revenue over the entire lifetime of this project. The major difference between us and the other projects announced so far is that they are generally brand new games very early in the development cycle, whereas we're towards the end of ours. This is a disadvantage in the sense that we're not exciting new news in the same way as they are, but it's an advantage because we've got loads of nice art to show off and there should be less doubts about whether we can pull off making a game. Because we're an existing project, we're going to take a slightly different approach. My plan is to make a playable demo of the game available to everyone, so people can see for themselves how the game looks. Our pitch in the video is basically going to be "We're getting to the end of our development cycle, and we'd like to raise a load of money so we can make the game as good as it can be". This is a pretty honest pitch - we're going to need more money than we have now if we're going to make Xenonauts an exceptional game. We're on track to make it a good game - perhaps even a very good one, but we're constrained by cashflow on some of our ideas. Anyway, the flip side of this is that next weekend we're going to try and release the basic version of the build that we'll be releasing to the entire internet. The idea is this build will contain the gameplay in the game until a couple of weeks after the Corvettes appear, which will allow the player to get laser weapons and Wolf armour, and then it'll spawn a couple of scripted events - a terror site and then a base defence mission. Once the base defence mission is over, the demo will end. The hope is that it'll show off the best parts of the game to everyone, and convince them to pay up. It should also give journalists something to write about. Once the key features are in place, we'll just keep iterating it until it's basically bug free and then go ahead with the Kickstarter. We're going to be working pretty hard at this end to make the game as fun as possible so we can make as good an impression as possible. We're going to try and implement these features: Ground combat: - Slopes / Hills (important for house roofs, and the future arctic / desert tilesets) - Base Defence missions (generating a proper recreation of the player base) - Terror Missions (using the town tileset, which is admittedly very basic at the moment, and having no UFO on the map) - Adding the Andron alien race for either the Base Defence or the Terror mission (hopefully) - Giving the National Guard so AI Geoscape: - Finishing the air combat UI implementation - Balancing the air combat so that the Corvette is a bit more of a challenge and it is a bit more varied - Adding more of a research tree, allowing you to research alien corpses and the like - Making it a bit more obvious on the Aircraft Equip screen when you're manufactuing an aircraft We'll want you guys to test both the current and the next build as thoroughly as possible. The public build needs to be as stable as humanly possible when it is released, so we can make a good impression with the gaming public. Thoughts welcome!
in pratica rilasciano una demo per far testare il gioco e vedere se vale i soldi del progetto e del funding su indiegogo (kickstarter non accetta progetti da gente non US
).
Bene, mi piace che sono sicuri di quello che fanno Vediamo sta demo e poi gli posso anche sganciare i dollari. Qualcuno ha bisogno di una traduzione in inglese per quello che ho scritto ?
Larios
(( ͡° ͜ʖ ͡°))
March 26, 2012, 11:12am
398
penso ci siano un fottio di leggi da rispettare che cambiano da paese a paese
tra le righe si legge "Se quella porcata di FTL ha tirato su 100k..."
Lorenzo.ns
(Lorenzo.ns)
April 7, 2012, 12:16am
400
Thought I'd post something up as I've been a bit more distant than normal in the past week or two. Basically, we've been working really hard on the new build. Overall, it's been a mixed bag in terms of results. The majority of my efforts are being sunk into adding the two new mission types - the Xenonaut Base Defence missions and the Terror Sites. These are both cool setpieces compared to normal UFO crashsite missions. If you've not played the original, fighting a base defence mission takes place in an exact replica of your Geoscape base and a Terror Site is an alien attack on an urban population centre. The base defence mission has taken up the lion's share of our efforts, for obvious reasons. This mission needs quite a lot of co-ordination between both our Geoscape and Ground Combat coders to pass the layout of the base and the consequences of a mission (if structures have been damaged etc) to one another. More time consuming, though, is the coding that detects whether a structure has adjacent structures within the base or not, and adds walls / doors accordingly. If we didn't add that, there would be lots of doors opening onto bare rock etc in the game. As of about an hour ago, this code is basically operational but requires some extra work to deal with the 2x1 tile buildings which can be rotated on the base building map and built in two possible orientations. There's also a few miscellaneous features for the mission type - the map starts revealed etc - that we need to add. I think in about three working days (mid next week) we'll have the coding side for the base defence done. What's been holding us up, though, has been the actual tiles. We've got about 80% of the basic tiles done for the starting game rooms, but these are guide tiles to be painted over afterwards. We can set them up in the game and play with them, but they don't look very nice. Painting over them is going to take a while, unfortunately, and I'm not sure I'm willing to show off the tiles in the current state. I might get the walls and floors painted up for the starting rooms and then use the guide tiles for the props until they can be painted over. Problem with that is that the artists are busy working on the terror site at the moment. The terror site missions are meant to be a bit more like proper warfare than the crash site missions. There's a Town tileset that is only used for terror sites, and there are no alien non-combatants on the map (nor do any start dead). So basically it's you against a large force of aggressive and well-armed enemies. The maps are designed for this - there's a lot of buildings, and we're going to have quite a lot of cover in the maps too. The terror site is coming along. I've been working on the map (just one map for now) for three or four days on and off and I think I've found a relatively convincing layout. We started painting the ground tiles today and we've nearly finished the roads and pavements, so again hopefully the ground tiles will all be done next week. We've got two buildings in the tileset at the moment and are working on 2-3 more, but again these are just base tiles. They're quite good ones admittedly but I doubt we'll have the whole tileset painted over before the end of the month. There's going to be a lot of tiles in it. Hopefully we'll be able to show the tileset off as soon as the ground tiles are done though. The other big thing that's been going on is Kickstarter. It is looking possible for us to get on Kickstarter, although it's going to involve incorporating a US subsidiary of Goldhawk and setting up a US bank account for that. Everything I've seen so far suggests that this will work and cost about $300, so is probably worth it. It'll be a lot of time for the person helping us set up the account though - I'm speaking to someone about it but I'll ask for volunteers if he decides he doesn't want to be involved for whatever reason. My new camera should also arrive next week, so I can think about starting working on the video then. In hindsight, trying to generate two full tilesets in as many weeks was always going to be a bit hopeful and predictably we've not succeeded at that. We've made overall good progress, but it's been split across both mission types and that means I can't show either off right now. Really I should have just concentrated on the Terror Site from the beginning, but it's a bit late for that now. So, yeah, we've made progress but unfortunately no Build V9.3 this weekend.
date i vostri soldi al kickstarter quando apparirà. (imho fine mese)
bragut
(bragut)
April 7, 2012, 10:21am
401
Sto aspettando appunto il lancio della campagna di crowdfunding su IndieGoGo per sostenere il progetto (kickstarter non possono farlo perché i dev mi pare non siano americani)