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Fail, admittedly :/.
We're on it though.
somehow my reply ended up under the wrong comment.
Please check the next page to see it :).
We will actually have to go and try something along those lines :(. Like I said more than a year ago, we tried keeping this a free mod for as long as possible, but by now we've discovered the brutal reality of the market, especially licensing fees.
By now, we have paid a four digits amount of money just to license programs needed for development - as soon as we'll release, we will have to license rights for commercial use and the engine, and by then we'll reach the five or even six digits......
So we need to either find a millionaire to join the ranks of the developers ;) or go indie like you said.
Looking into all options & open to suggestions here!
We will have something to show you before x-mas.
NO release of anything yet ;), but at least something that fits into the definition of a big-enough-breakthrough.
And you guys have every right to be upset.
We're trying and working really, really hard, but we made that promise a while ago not to bother you folks again with updates unless we have something _really_ substantial to show.
But we'll drop a line every once in a while in the comments - good idea, chsignal.
And thanks for staying tuned.
Til / Albatros
Yes it will. You can bet on that ;).
As I'm a passionate fan of the city, I'll make sure that Zeitgeist's City of Prague will be as close to the historical real thing as possible.
part of what you say is actually true. We're having trouble with the engine limitations and much of our work is only caused by Source, its age and general design.
But we're also aware of the benefits of this engine; it's widely distributed, has great visual potential, the documentation and modding community unreached by any other engine - and, if things go well, there's always the chance that we will be supplied with the latest version of Source.
So all in all we're still betting on the right horse.
Thank you once again for your inspiring feedback. :) We're always open to suggestions, as more exposure will certainly benefit us in may ways.
Could you be more specific?
Right now there's that Prussian 08 Steam Locomotive and admittedly also German coach models, which makes sense though in the context of Zeitgeist's history.
On the long run we'll add some variation though of course.
And a great community giving us feedback that always makes us want to do the things we do :).
And yet another update: apparently, our forums and thus the story, architecture, screenshots and game art sub-forums are still offline as well as our other mysql installations. We'll hopefully be able to restore these tomorrow.
All the data has been restored again, we're just swell now.
Let's hope it'll stay that way. : )
for all those wondering what the hell happened to our images, media and backgrounds: our Plesk installation is currently broken. Chris and MoreDread are working on the problem, though, so hopefully soon the backup will run.
Cheers and thanks for your patience,
Yes there will be : ).
We're (or Martin is) currently waiting for some additional props to create the missing buildings for the Greenwich scenario, especially the Leslie Green style Underground buildings. Then we can measure the walking distances and see how much bigger or smaller the reachable part of the level needs to be. Afterwards, the 3d skybox will be added along with the other things needed to make the horizon blend nicely.
Cheers and thanks for the input!,
Stealthgato, chsignal, SPY-maps, Elementalist and, of course, anybody else not using facebook: we've found a better solution for you now.
On Northcapestudios.com we've got a similar to facebook, wall-of-info-like blog system. Along with every small bit of media, story or other develoments that makes it to facebook, we will update the blog.
I hope this alternative is OK for you guys : ).
thank you! that's good news ;). i can't promise anything yet, but there might be a way to translate the whole thing....cheers
hey guys! i actually do understand your feelings towards facebook and similar social networks. with so many people and so many games/companies on facebook, i might kind of have taken it for grandted that everybody has an account there. kind of silly i suppose. so yeah, there are two things coming to my mind right now: first thing, our moddb updates. we will make them with the same effort as we used to, and we will increase our output of.big updates. secondly, for all of you not using facebook, i'll try to install a newsletter. if you wish to be informed about the small bits of progress, send me a pm with your email adress and i'll try to get something done. sorry for bad smartphone spelling. cheers, til (coming home from the manchester ramstein concert. awesome........)
Yeah well it's one of those definition-things, you know? Of course, Deus Ex isn't a "shooter" in the original meaning of the word, but in Germany, practically all FPS games that at some point put a gun into the player's hand are called "Ego-Shooter". This may not be the very best definition, and in fact it would be very wrong applied to Zeitgeist, but it's the best we could come up with.
I can't tell you exactly which one of the features you've mentioned will be in the final game, simply because I don't want to promise anything we can't keep. But of the three things you've mentioned, one is likely and two are very likely to become part of the gameplay. ; )
Hey Callinstead :),
how are you doing? Thanks for the input, and yes, we had to lower our sights just a tad to get that video finished in time. We'll try to improve such things for the next piece of media : ).
We're working on a first completely playable demo. This demo will be released in 2012, and an educated guess says that it could be out within half a year. We will, however, most likely spend more time on polishing that demo than releasing it "as-is" at any cost.
P.S.: New set of wallpapers available for download exclusively here on ModDB.
Due to several requests:
The Zeitgeist Ouverture is now available on Facebook.com and, still as an MP3 download, on www.zeitgeist-thegame.de / Downloads.
We are going to try to make the gameplay transport as much 'felt liberty' as possible. GTA is a very non-linear game, though. Let's see how far we can go : ).
there is one on zeitgeist-thegame and, later tonight, Facebook.com ;)
we were actually trying to do what MorDread says: the explosion has the most potential for improvement (and needs it).
Thanks for your patience ;). Next time I'll announce something big, I hope you'll know what that is going to look like :D.
phew, now that the release headaches are over, I can finally write a reply to your sensational supportive feedback.
I bet most of you can imagine the amount of frustration and work a number of mental borderline personalities like us put into those five minutes of video, so I hope you can forgive us for not making any MotY, x-mas or New Year's updates.
We were just too busy telling our AI-actors where to go. : )
So anyway, once again thanks for your feedback, this really made all the work worth it!
You could really help and support us by giving us a like! on our Facebook Zeitgeist page - Facebook.com - that way, we will be able to gather more votes in this year's competition and probably make it to the top five again. :)
If you wish to follow us on twitter and facebook:
The Zeitgeist group:
The Zeitgeist page:
The Zeitgeist staff
Something _really_ hitting on our time budget, actually o_O.
But it's close... real close now ;).
;) no worries,
we're just working on a real time killer for you people. Biggest update project so far. We hope it's worth it though!
As I said - Zeitgeist _isn't_ just a point-and-click-adventure (like e.g. Monkey Island or Alone in the Dark etc.).
Merry x-mas ;),
As Zeitgeist isn't just a visual point-and-click-adventure, there will be combat situations. For those, we're making a great range of conservative, contemporary firearms and exotic weapons. There will - of course - be opponents as the story advances.