EvanGreenwood said:Just want to say this looks like it's come a super far way from the first prototype you showed. Glad you kept sharing your work with this community and I hope you got some value out of our feedback.
mgeorgedeveloper said:But, it seems the activity here has gone down a bit over recent months, although that might just be my imagination?
critic said:Not sure if you are giving us much to give feedback on, the last update seemed like a vanilla dev update. Maybe you should post a build or anything else that can be critiqued?
critic said:Some thoughts on the video[-] I'm getting micro stutter about every 2 seconds, it's really distracting.
mgeorgedeveloper said:critic said:Some thoughts on the video[-] I'm getting micro stutter about every 2 seconds, it's really distracting.
When I play the video on YouTube, I don't get any of the stutter. I wonder if there's a way for me to see it. Could it be related to internet connection or some other factor?
Tuism said:The video feels way too protracted and drawn out, I felt the desire the close it down after 20 seconds of not much happening. The ship flying takes too long, the turret shooting it down feels.... underwhelming. Like why did it fire two shots at a ship that didn't even know it was being shot at? Classic ship down stories have a kind of reason to it, like the turret was hidden, the ship tried evasive manoeuvres but couldn't hack it, whatever. Right now it doesn't quite make sense.The story beats are too far apart to catch attention.I also don't think there's need to make the video's name longer by padding the title with "official" "video series" or whatever. That feels like hyperbole - get to the point. "INFINITE Trailer 1: Unexpected Arrival" or something.The URLs you have are a bit unfortunate, you want to unify them so you have one easy banner to rally under.Other than those bits it looks good - though I have no gameplay to consider. Just looking at presentation.
Fengol said:Downloading the demo doesn't seem to be available :(
What's the feeling you're going for here? And how big is this character going to be on screen?
He feels a little more cartoony than the Hell Diver's characters (in their marketing material):
Somewhere between Hell Divers and Astroneer (in terms of looking badass and sort of fun).
His head is more serious than Astroneer, but his shoulder pads and head and torso and legs and arms are rather round, which looks a bit softer and more Pixar than the Hell Divers designers.
I imagine though this is being seen from above... in which case the level of detail is probably spot on.
And I do think making him less badass than Hell Divers is a good thing. As I understand it the story follows a character who has crash landed, rather than a specialist exterminator (like the Hell Divers).
So making him feel like a bit of a Gordon Freeman character I think is a good path. Like a scientist/astonaut who just happens to be a badass (rather than a person who comes prepared to be a badass).
I do think the current design is sort of between looking serious and cartoony, like a smoothed out version of Deadspace... Which is a bit of a weird place to be... but I think it's going to look a lot less weird in-game.
So yeah basically this is 1 of 5 characters, the Engineer. It will be from top down from quite a distance, but there will be some close ups in cut scenes and also the camera mode. The feel is kind of serious, but interesting to see those screenshots you posted, but definitly the character fits in with all the other models currently in the game, so overall the style is kind of serious , maybe simplified realism.
What a long road it's been so far. We're not quite "there" yet, but we've definitely been busy :)
Everything we're doing right now is focused on hitting several key objectives in preparation for a Kickstarter campaign. We want to be able to show a variety of game modes, environments, player characters, etc. There's a long list of things we're ticking off before even considering the KS launch.
As part of that, we're working on several new trailers/videos, but unlike in the past, I'm just sitting on those and first making sure that we will show the best possible footage. However, I do have some Unlisted YouTube videos to show, but I don't want those to "escape" into public... but since this is a dev community, I wonder if it would be best to drop a link here for feedback anyway. Let me know if anyone is keen to check it out.
We have a new website in the works - release of a basic version is about a week out, and we will continue to add content from there. No link for that just yet.
The Steam Store page and new dedicated Twitter account are up and running, so please join us here:
Steam Store Page: http://store.steampowered.com/app/611190/INFINITE/
Steam Community Hub: http://steamcommunity.com/app/611190
Here's a bunch of updated screenshots:
EDIT - screenshots URLs no longer valid due to some website migration.
Instead, the latest shots can be seen on the new WIP site that we will
properly launch soon.
Stay tuned and thanks for your time!
We will actually be working on several trailers leading up to our KS campaign, each focussing on a particular gameplay mode and maybe an overall one that will be the "main" trailer/video. The focussed ones just help keep the message clear instead of trying to "sell" too many things at once. I'm not yet 100% sure what the right approach will be. Either way, we needed some urgent updated video and screenshot footage to go hand-in-hand with the updated website, so here is the first of several new videos:
And the webiste address is:
Thanks for checking it out!
Some thoughts on the video
[-] I'm getting micro stutter about every 2 seconds, it's really distracting.
[-] I would name the video as something unique like "Titan flyover" rather than "Story Mode Cinematic Trailer 1"
[-] Music is a bit too loud when the spacecraft gets shot down
[-] I feel that the video is too long, would cut it to 1 minute or less
[-] Turret scenes hint at base building, is there base building in the game?
[-] Scene where the spaceship enters the video feels too stretched, cutting a few seconds from the beginning could be a good thing.
I'm not sure if it's the right approach for this forum, but I've always used it for the dual purposes of 1. just showing stuff for the sake of it and 2. sharing things for feedback (which has been incredibly valuable of course).
My comment was actually a bit broader in nature. It just seemed as if the overall level of activity here has gone down a bit... but that might just be a misconception on my part.
I wonder if the site might benefit from having some kind of overhaul as well? I know there was something happening a few months ago, but not sure if that is still something that's going on in the background.
The story beats are too far apart to catch attention.
I also don't think there's need to make the video's name longer by padding the title with "official" "video series" or whatever. That feels like hyperbole - get to the point. "INFINITE Trailer 1: Unexpected Arrival" or something.
The URLs you have are a bit unfortunate, you want to unify them so you have one easy banner to rally under.
Other than those bits it looks good - though I have no gameplay to consider. Just looking at presentation.
I'd like to see some of your earlier work you did a few years back to put it all in perspective. Richard showed me some images of a plat-former you did many moons ago, but I can't find it now :(
I've just been obsessively iterating over everything countless times... the world itself has been built over from scratch 3 or 4 times, shaders have been written from scratch in places, the effects have been replaced and upgraded several times over. Certain gameplay mechanics have been added, removed, replaced, upgraded, etc. The entire camera system has been thrown out and I've since learned Cinemachine and Timeline from scratch starting a few months ago. The code base itself has been cleaned up and restructured many times. It's actually been a really time-consuming and wasteful approach, but it's the only way I know how to keep pushing things to the next level.
In other news, we have a new trailer for Story Mode that we tweeted out yesterday. Ironically, it's LONGER than the last one, but it seems to have much better audience retention. Due to the story being told within the trailer, it was impossible to shorten it further, but it seems to have had no negative impact on viewer retention.
Here's the Twitter link where most of the activity has been focused:
(Side note: we had an unexpected, but very welcome, boost to the views when the voice actor (Yong Yea), tweeted about his voice-over involvement, which lead to a lot of his YouTube community coming over to watch the video. We're also running a paid promo on the tweet. So the high view count here is not organically due to our own existing community.)
And here's the semi-dead YouTube version, where all of our 30 followers have probably seen it :)
@MrGeorgeDeveloper I think iterating over your work (like you've done) is the best way to make games. Doing excellent work the first time I find is actually more time consuming than doing it rough and then improving it later. I think this is because doing something excellent the first time is a much more daunting (and sometimes demotivating) challenge.
I mean, when you're trying to do something perfect then it's easy to fail and that will hold you up and it takes much longer before you can get people to even play the game (and you might find out when they play it that something fundamental about it is wrong, and then it's suuuuper difficult changing course because you've already set such a high standard and you've got to throw away work that took a long time to produce).
Also want to say that I suspect this project benefited from @MrGeorgeDeveloper posting so early on when the game was so rough. I'd hate it if for whatever @MrGeorgeDeveloper does next that he wait until the project is really polished before getting any feedback. There's always more to learn, and it's easier for people on the forums to be encouraging/helpfull when they've watched the project from the start
It's part of the set of objectives I'm checking off in order to get ready for Kickstarter. We wanted to show something a bit different from the regular dude running around and shooting stuff. So we're ramping it up with a giant spider bot that would normally make a good boss, but in this case you are in the driving seat.
Background: we have several gameplay modes, including survival / multiplayer / etc. This particular video is purely about Story Mode, a slower paced action-RPG mode (as opposed to instant insane levels of action / hordes found in other modes).
This video is unlisted and I'm trying to keep it under the radar. It's purely used for internal feedback at the moment.
It is a straight-forward capture of about 9 minutes of the game.
If you can spare the time and give some feedback, noting the time mark in the video for context, that would be great and much appreciated.
I can also make the actual game build available to anyone interested in testing - please let me know.
The game play also looks fun in the single player, using the exploding "cylinders" as crowd control is smart, the other mechanic of taking the batteries from one device to the other is good. I don't know if it would be that obvious to new players right of the bat though.
Going to keep a eye on the games progress though, keep up the good work :)
The intro from 2:50 onwards feels like it drags on a bit. It's not really introducing new information at that point andhad already planned over the destroyed map and I feel like I'd be jem to start moving around at that point and rather listen to Jones's voice while i explored. There's about 40 seconds of the camera panning around and seeing our protagonist climbing over rocks that could be the player walking around listening and tentatively exploring the environment. Maybe it needs a bit of a shipwreck you can salvage from at the start to kill the time?
I particularly like the juicy desserts of things like those skeen ground pods that give you oxygen, like at 4:18. These pods seem to shoot out spines? The thin white projectiles seem quite easy to miss. I think ideally there should be an anticipation movement before releasing the projectiles. Like a short delay and movement and then the sounds fly out.
Walking over boxes and collecting oxygen look well polished, it looks like scavenging in Infinite woul be very satisfying.
I love the introduction of the white zombie people at 6:21... this too me really sells the green sentient energy as a bad thing, that it has turned the people feral.
Like i've said, I think there's a lot of satisfying interactions in here now. The exploding deaths of enemies feel great. Blowing things up looks great. I think an area that can be improved is the way enemies react to being shot.
I like that the enemies at 9:14 now scream at a good volume and are stunned briefly when you hit them. This is already an improvement over previous iterations. What I think would make this even better is some brief hurt poses on being hit. Like 0.15 seconds of having their head knocked back or to the side. Ideally then a rapid fire weapon would cause enemies to jitter on the spot (or even get pushed back slightly) as they continually take fire.
What I mean is that I expect an enemy hit with a projectile weapon to react with some of the force of the projectile. Being stopped in their tracks and being stunned is good, but without violently shaking it makes the projectiles feel soft. Both the white zombies and the alien raptors at 9:14 seem to do this.
The gunfire is starting to feel really strong, I know that acting hurt animations into all the enemies is a lot of work, and I wouldn't be suggesting it if there weren't other aspects that felt really polished by comparison.
At 10:05 Those thin vertical / horizontal pipes might be harder to move over on a joystick (moving strictly vertical and horizontal is easy on a keyboard). Don't know if this is a thing you've already done, but slightly clamping movement over them might be good if moving into the lava is always a bad move.
I haven't seen to the end of the video. But those are my thoughts on what I saw. I can't comment on whether the game is confusing to new players without trying it. I think you need to do tests on new players to find that out.
At around 11:10 there are a series of hatches closing. The animation seems fine the first time, but after it's happened several times the sequence looks like it's going to feel tedious. The closing hatch animation could be a lot faster (which would also make it feel more violent, which might be a good aesthetic).
Traveling between hatches seems cool, just the time waiting for them to open or close seems slow. If there is a lot of opening and closing of hatches then making it possible to do without the menu might make it more convenient.
At 13:48 there's some sounds that sound like enemy deaths, but happening a while after the enemies died. Not sure what these sounds relate to.
The final battle in the clip, around 15:20 gets quite noisy with lots of enemies screaming. It's hard to hear what's going on, I'd suggest shortening the length of the clips on some of the sounds so that effects get less lost during the battle. (Though it does look fun burning aliens with a flame thrower and I especially like the fires that stay burning on the ground - that's a nice touch).
EDIT 27 August:
We want to start testing some early closed multiplayer matches within a 2-week time-frame.
I would love for anyone interested to let me know here.
There is one catch: our multiplayer implementation is based on Photon Cloud infrastructure, and there is currently no SA servers. But, I'm really interested to learn what the experience would be like, dealing with 150ms+ latency. So, if anyone is interested in getting involved playing our game in multiplayer on crap pings, please let me know! I will invite you over to our Discord server where I will be setting up a special group for this stuff.
A while back, I made a little trailer used in a promo to grow our Facebook followers a bit.
I can't remember if I ever posted it here, so here's an unlisted YouTube version:
Also, we're working on a last-man-standing mode (I'm reluctant to use "Battle Royal", as this will be more like 20 players, possibly 40). The map I'm prototyping will be an island that is slowly being consumed by lava, forcing players inward and upward from their spawn positions.
The lava is a flat plane that blends seamlessly into the terrain. It doesn't have to be lava, though. I could also be acid or any kind of deadly hazard that should confine the player to an area. The shader is pretty versatile and the parameters can be tweaked to work for various hazard types. This isn't meant to be amazing realistic lava flowing over a terrain like a river. This is more like a global effect and a mechanic for swallowing the world uniformly over time.
Here's some shader work I've been doing.
This video shows some of the shader parameters in action:
Here is a similar clip, just showing more of the "consume" effect:
Have you tested the combat with that many players? Are there any other strategies (beyond a top down deathmatch) that are drawn from the standard campaign content. I mean, in the campaign you can use machines and interact with stationary turrets. Are there any of those base maintenance/operation features in Last Man Standing? Are there any of the RPG elements in Last Man Standing (like finding loot or earning XP that gets you character upgrades) ?
First for some contrast, let's look at Story Mode...
In Story Mode (let's call that SM), the pace is a lot slower, and the depth of features and interactivity a lot greater, than most (or all) of the multiplayer modes. In SM, we the character might be exploring a bit with reduced time pressures and no imminent threat, and interact with a terminal. The camera goes down to the terminal and you can operate whatever device. This works pretty well. But, even in SM with its deliberate slower pace, I get the occasional feedback that the interactivity slows down the game, or breaks the flow. Since most of this feedback is out of context and comes from videos that doesn't clearly distinguish the pace and depth of SM from other modes, I'm OK with that feedback and will keep this pace and level of interactivity in SM.
Also, in SM there is the gradual character progression. You can unlock abilities and grow you character for different playstyles, having different strengths and weaknesses across attributes, and different Abilities unlocked to various levels. This works great for SM and even for co-op SM which is a possibility. But, it won't work well for multiplayer modes (for obvious reasons of balance and so on.)
So let's look at multiplayer and how interactivity and abilities/attributes will come into play:
So far, we've prototypes and tested two modes that will eventually support multiplayer. The first is the horde rush survival mode where you will eventually die after several minutes, called Doomed Mode. The other is Speedrun mode, now called Escape (and Hardcore Escape), where you battle through a stage to reach the exit in one piece, as fast as you can.
Both of these modes are quick play-and-forget type modes. Slow character progression over many rounds just won't work. Instead, the Abilities are instant power-up pickups that drop from enemy kills (this is an over-simplification, but I don't want to write a novel here). You character is a mid-level character with even attribute distribution. Interactivity with devices are also still there, but they work through touch switches. For example, to activate a bridge animation to cross a lava river, you run over the switch and the bridge activates. No terminal. This is to keep the pace of the game fast and relentless, not taking the player out of the flow of action.
Now onto the last-man-standing / battle royal mode:
In the new BR mode, I'm also leaning toward the approach of always starting with the same level character, and even playing field not requiring any balancing of character attributes and abilities. This is similar to Fortnite where you have no character-based balancing concerns, because everyone always starts out equal at the beginning of a round.
After spawning, as you desperately search for loot, depending on the level of risk you take, you might find your favourite weapon, enough ammo and oxygen, and throughout the round, find some Ability power-ups as well. These instant-pickup Abilities show up in your HUD and you can choose when to launch them tactically. You have Dash (temp speed boost), Heal, Blast, Daze, Shield, a temporary drone to launch, etc. You have to find these things fast, and use them tactically to help you win.
There will be switch based interactions with: Turrets, Laser Gates, Bridges. Teleporters are also in, but they are timed activation, not switched on or off manually. For example, you and an enemy are both trapped on a small island with seconds to spare. You both run for the teleporter, but only one will make it out and the teleporter will be in cooldown, trapping your enemy.
So in short, character progression over multiple rounds are out, but most other things are in, at least in some form that doesn't slow down the pace of the game.
I don't know if you just left it out, but upon killing an opponent being able to loot their corpse (and so become even more powerful) would be very compelling. The tougher your opponent the greater the potential for reward.
Reducing the interactions to touch pads sounds good as well. In story mode being forced to pause and wait for the camera to move definitely seems like a slow down that won't be welcome in Last Man Standing. But I think some of those interactions will create points of conflict (like you mention with the scramble for the teleporter).
Being the first person to activate an anti-personnel turret, or that kind of thing, seems like it would make the layout of the map matter. What you don't want is every fight to be essentially the same, or at least, you don't want it that the environment doesn't matter when it comes to engaging with another player (because then you've just got a top down multiplayer deathmatch mode, and my impression is that those aren't terribly popular, and you NEED this to be popular for the servers to fill, doing deathmatch of any kind is a waste of time if people can't reliably find matches).
I do wonder whether if you had some NPC's to fight, and could gain XP from that, whether you could have some character upgrades, sort of in a simplified style, like each upgrade is a choice of two options (kind of like upgrades in MOBA's, like Heroes of The Storm). Again, collecting the XP of your enemies when they die is appealing (as it makes the kill matter even more, and if you used XP orbs there could be a scramble for collecting the orbs during a threeway fight).
If you don't want to do XP and upgrades you could make passive buffs a thing you can pick up. Like picking up a passive shield, or picking up a reload assistant, or a random chance to fire off a missile volley on hitting an enemy, etc etc. And these could be dropped upon death?
I think any situation where the player is trying to achieve something else while ALSO fighting another player is a win. Like fighting another player AND trying to reach the teleporter first. Or fighting another player and trying to reach a health pack. You want players to have to make calculated decisions and take risks, and also be able to predict other players (like anticipating that they might run for the health pack or for the teleporter and be able to preemptively respond).
Without secondary goals the gun fights are just going to be circle strafing around each other with random movements and the person with the best dexterity or luck (or best weapon) wins. Out strategizing an opponent I think is more interesting.
We're doing a Kickstarter for Infinite on or near 15 Feb 2019. There's only about 1 month of dev / preparation work to do on that.
In the meantime, I'm also working on our publisher's in-house game (The Universim). That's why I've been a bit quiet on updates / progress.
See you all soon!
Happy new year!
Alright, INFINITE dev is back on track with some kind of plan for Feb 2019 regarding either a KS or some other approach. We're working toward releasing a free multiplayer mode, with internal testing kicking off in Feb. Please join us if you can! Big stuff is happening :)
I will use Discord to organise multiplayer tests and other tests (like Story Mode builds, other modes, etc.).
And finally, after a good work session this morning, here's a little selection of clips from Escape mode in the latest internal build:
But it looks like the game is really coming along. It's got a lot of content.
Managed to beat the "Escape" mode after a few tries. I think I'd be keen to play the hardcore version if oxygen were more abundant (like more was gotten from enemies). I died a few times while in the midst of combat, which made me feel like I'd really like a perk to get more O2 in those tiny blue blobs.
Killing a certain number of enemies of a given type, will unlock database entry for that enemy, revealing the detailed stats and some possible tips and tricks.
You can now sign up for Playtest here on our Store page: https://store.steampowered.com/app/611190/ROGUE_SHIFT/
(Look for the "Join the Rogue Shift Playtest" section about mid-way down.)
Try the latest version of Rogue Shift and if you so desire, drop us some critical feedback or bug reports :)
You can play solo or co-op (certain modes).
One-click sign-up here on the Steam Store page: https://store.steampowered.com/app/611190/ROGUE_SHIFT/
(Just click the Request Access button under "Join the Rogue Shift Playtest"
Hope to see you there!