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gregtheomniscient5 karma

Did you think about making units stand out more ? Since in the prototype it's hard to tell which ones are infected humans and which ones are infected archers. Considering the control scheme you end up drawing loads of paths in different places in order to even find the group you want to control.

Are you planning to make the game even if Kickstarter campaign fails ?

Did you think about making the setting count more and not to be generic medieval towns and villages? The same goes for the characters to slain. Right now it feels very generic and aimless. It would be interesting to provide some context (even in form of different art).

How do you plan to differentiate the missions?

How do you plan to solve the problem with infected roaming free and following the path of movement at the same time? In prototype it was really frustrating gather them all into a group again after they run freely to attack villagers.

Did you think about making the game more emergent rather than simple progression elements with now one proper way to finish the level. (from what it seems from the gameplay videos and prototype level)

Did you think about even replying to people writing to you offering help with the project for free with kind "thanks, but we're not interested" to not make them feel like complete morons for offering their experience and free time in order to make project better for free and not even getting any kind refusal or simple thanks?

gregtheomniscient2 karma

I don't want to sound as neglected little bitch. I just sent you a nice email saying that I like your game and if you need I can contribute and help you a bit with the project since after few years of working "in the biz" I'm tired of boring cookie-cuttered projects and it would be cool to contribute to something creative and interesting. That's why I went into making games in the first place. So I thought even if I don't have a fortune to back your project up, I could help in a different way.

gregtheomniscient1 karma

I always try to check the colors on two separate type of displays. Not sure what kind of equipment you guys have, but I always draw/paint on my cintiq and since it's not having any LED backlighting I'm always having troubles to adjust the colors to look good both on cintiq and on my main led monitor. The way to deal with it is - if you work in Photoshop create another window (Window/Arrange/Create new window) and drag it to your other screen (with the biggest difference in color display) and you can compare both in real time while working. Color calibrating the monitor usually works well only for printing purposes from my experience.

For working in Unity I bet you can create two game windows and view them on separate screens at the same time.

gregtheomniscient1 karma

As it goes for units the main problem is - after becoming infected they are all having this pink material on them, and since archers and regular guys are the same in silhouette and size and they tend to flock together it's easy to mistake them for one another. Maybe having them taller and more slim would work, or maybe they would have metal armor that wouldn't turn pink.

I'm not a big history geek but I think getting more backstory about the missions would be cool. If you don't want to introduce the written story, you can always make different models with personality conveyed in animation and put characters in the environment/situation that tells us more about them. Some theme would be nice to emerge from that. So they don't just stand there waiting to be killed. I think you were talking about that a bit in the first gameplay video.

The infected problem is more about how they are managed - since from being a group they separate and then you need to manually get them together by drawing their movement paths. Maybe if they would just come back to the place they were heading in the first place (before attacking other people) and those new infected would join them automatically wouldn't be so pain in the ass to manage.

As it goes for the level design I think it should guide the players on it's own and has this flow to it, since your initial idea is to control the infected as they were some sort of flood or an avalanche. So indicators where to go seem a bit pointless.

New questions:

What's the ultimate goal of the solo campaign? Why should I play it? How is it motivated (storywise)?

How do you plan to solve the problem with character acting on their own, if the game is about strategical movement of those characters - to avoid situation in which getting units 1 unit too close spoils the entire gameplay session because he's being attacked or his "minions" will go into the fight when they shouldn't ?

gregtheomniscient1 karma

Thanks Tim,

Did you think about infection having an impact on the environment ? Maybe desaturating the area in which all people were infected. Also I'm not sure if it was only my impression or in the prototype the whole art felt a bit washed out and nice contrasts from the concept art were gone. I really enjoyed the color palette in the concepts and it would be great to keep it in Unity.

In general art style was something I really enjoyed in the presentation and it would be a shame if it would get lost while transitioning to 3d world.

Only think it needs in my opinion is some life to it and variety. I know you're in early prototyping stage, but it would be nice to see the small touches in the final game to make this world more alive (oh the irony). It would be great if the world would have this "settlers 2" feel in which small details would make it live, and later on it could fade with the people dying, or stay there to make it feel more empty. I don't know, I'm just thinking out loud.