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darthkarki16 karma

Super excited for this game, this is my first time backing a non-finished kickstarter. My questions have to do with Overload:

  1. What level of destructibility are you planning on for the enemies? Will it be purely visual (such as armor plates falling off when they take damage), or will it be functional as well (such as being able to shoot off a gun arm, preventing them from using that weapon)? It would make for a good bit of player-driven comedy to be able to shoot their weapons off rendering them impotent, and then depending on the bot they might try to run away or maybe just ram you over and over Monty Python-style.
  2. Will there be other destructible environmental odds and ends throughout levels? I'm thinking along the lines of all the random crap you can smash in the TT LEGO games, or even the TV panels in the old Descent games; things to blow up just for the sake of it. They could contain energy or shields or ammo or something to make them useful, or not, but in any case it's fun to have more stuff to blow up.
  3. What is your process for choosing between engines? What made you pick Unity 5 over UE4? As a neophyte the most I can do is look up the differences and see what other people's opinions are, but presumably you want to actually test each out to compare them first-hand, so what does that testing look like?
  4. What kinds of puzzles/physics/environmental interactions can you implement now with today's technology? What ideas did you have before that you were unable to implement at the time, and what are some totally new ideas that have struck you due to current capabilities?
  5. You mentioned in the stream that you don't want to include water, and already have lava. What specifically makes water more difficult to implement? Gotta admit, I'm a sucker for some nice rendered water...
  6. What mechanics from non-6DOF games have you thought might make an interesting if unorthodox addition to a 6DOF game? Sublevel Zero tried crafting, but personally I don't think that's a great fit. Menu-driven features like that take you out of the moment and lessen the tension of wandering through a maze, looking out for hazards.
  7. Will there be any other primary objectives or game types for any levels in the campaign besides blow up the reactor and escape? It's a pretty solid formula, but I'd definitely love to see what interesting designs people who are more creative than me could come up with to help avoid too much feeling of repetition.
  8. Are you planning on including any side objectives besides rescuing hostages? I think some simple additions such as "kill x number of y bots" or "find and destroy z bot" could help make it feel like there's plenty to do. Or, going along the lines of more destructible environmental objects, you could add things like "find and destroy the communications array."
  9. How much variety are you envisioning for environments? You've showed off caves and some type of facility, can you go into more detail on the types of structures we will be exploring and the different types of looks you will be going for?