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We just got greenlit ! thanks to everyone for all of your support, without you this would not have been possible
is that you offering your support :D hit me a message
Why is that?
we have set places for a closed beta - so we will only give those "seats" up to those we know who have supported us, by voting for us on steam.
That is rewarding those that see value in our game, and those that we KNOW want to play our game. Secondly, steam is required to play and register with our game anyhow.
If people can't make a few clicks to vote for us, tell me why we should give them a BETA key?
/me checks Lordlheanacho blood pressure
check out our forums and facebook page for updates in between our bigger news items. www.criticalpointgame.com Facebook.com
We are on greenlight!
come and vote for us if you would like to see us on steam.
we think the same Baszermaszer :D thanks for your feedback
For us realism is everything in terms of visual style, real looking weapons, characters and rich modern environments.
Realism stops there, in terms of gameplay it is indeed a semi-realistic arcade like game.
That is the difference that sets us apart to games like CS: BF3 and so on.. where hip fire is not so easily achieved due to the high recoil and aim error settings. In CP:I we encourage movement and firing, there are no penalties for doing so.
If you want a realistic game I can recommend ARMA II – that’s a near real life experience.
yes I noticed them myself last night, i posted it quite late and didn't get it checked "4 eye principle" as we normally do before posting updates.
naughty me, corrections being made already :-)
it wont happen again
CS but faster.. perhaps :-)
no hit penalty, so if you are shot you can still move.
It's not so realistic in terms of the hit damage, so there are no "1 shot kills" which in my opinion in CS makes it much more "tactical" and campy, since its easier to kill people, people then tend to be more defensive and cautious.
CP:I is faster, allows you to move and play freely without worrying about your accuracy being affected by reloading, aiming, jumping or running.
spray and play it isn't thats the point.
We are for "skill" and aimed towards a more competitive player base.
How? Our weapons are very accurate and are not affected by movement. That isnt realistic as such, but it means the opposite of "spray and play" since with CP:I if you have a good aim and quick reflexes you will be the one that wins, since its not based on a luck factor.
I hope I made that more clear.
COS, CS and tactical operations. A mixture of all I would say.. just without the budget that goes with those titles
Afraid not, in order to keep the game play moving quickly we decided against iron sights as people tend to stop and aim for accuracy.
Our weapon accuracies are not affected by movement which thus reinforces our “action arcade” style.
We will have a selection of weapons with scopes, such as the sniper rifles for instance.
Thanks for the positive feedback, enjoy the stay
yea yea.. okay you win :)
Sometimes its about gameplay having more priority that realism.
With the swat characters it was easier enough having head armour, for the Mercs it was much harder and although we played with various concept ideas, a "helmet" of some kind just didn't fit.
For us, it was more important to see a visual differnce so players can tactifully see if an enemy has head or body armour on.
no there will be no slow motion bullet time, let's leave that to Max Payne, they do it best :)
Although there were some talks of a "far future" plan to have some kind of last kill cam. No promises though
This is also viewable on Youtube if your interested, link is as follows:
hi ya Wayne.. :) accept the group invite
ahh theres the beauty! really great job to Matt and John especially for getting this put together. Many man hours..
thanks to the rest of the team for being cannon fodders and taking those bullets from ssswing and I like a MAN! We 0wned your butts :-)
NOTE: The video quality has been slightly reduced in order to fit the file size requirements of IndieDB.
our pre-alpha gameplay trailer is now available on youtube
thanks for the comments
yes its still pre-alpha and a long way to go, your crititism is always welcomed. Character animations are already undergo, we have ripped out the old Animtree and started again, fixing alot of transitional blending issues, jumping, running and walking animations on our raw MOCAP data. There are already significant improvements.
Since the video we have already added a female merc ingame, she is also rigged and fully animated. We have a Merc male dude coming up next :)
so much going on.. !
our maps are designed for 6on6 ideally, but ultimately the engine supports up to 64 players.
so if someone is crazy enough to make such a custom map, it would work :)
@ All, our very first gameplay movie just this second got approved, its now heading to the sound team for post-production. We are hoping for it to be done by Sunday 16th, thats an estimate so don't hold us too it
we are looking at other options too, perhaps steam is just 1 part.
Not to use or look at it as an solution could be cost us dearly.. I mean, they have over 18million gamers on their platform.
That's a huge marketing tool to reach out to the "many"
yea we shall see! fingers crossed and thanks for the vote
as posted in a more recent picture, the white tape has been removed, from matt black tape.
ours is also a kabar...
we have changed that internally, thanks for pointing that out :)