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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 ;),
Congrats on Editor's choice upcoming MOTY Krem : ),
keep up the good work!
Actually, the Carbine M1 was developed because Colt education took way too long under combat conditions. Or, in other words, learning how to control a .45 calibre handgun took _weeks_ whereas shooting the carbine was not much of a problem after a couple of days.
Thanks though for the critical opinions everybody, that stuff is always helpful, even if it's about a feature we've included intentionally; in that case, we can clarify that specific point for the rest of the community who probably had similar thoughts but didn't write them up.
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.
For the english-only people:
Literally, it's "Peace, Joy, Pancakes", and the meaning is similar to "Everything is hunky-dory". A bit of irony needs to be placed here and there, life just doesn't work without it.
But possibly the chance is bigger for some even nicer melee-weapons.
We'll keep you updated!
Your posting really is balm for my soul. In fact, I personally think there's nothing worse (or better) than a mindless shooting orgy, except for maybe a hybrid that doesn't know what it actually wants to be.
Our goal therefore is to reach a level of sophisticated gameplay that will make it possible to treat the game as an RPG/exploration/adventure game as well as a shooter filled up with action, although that contrasting balance is hard to achieve.
Deus Ex is our big (and unreachable) example in most aspects, and if we can create only a tiny bit of the immersion and excitement Deus Ex brought to the players, we can be proud of our mod work.
Hopefully not going to disappoint you,
Semi-automatic ; ). Considering there are so many games out there featuring a 1 : 1 historically correct copy of that mythic weapon, I think we can be forgiven for adapting & tweaking it a bit for Zeitgeist.
If we ever really make it to go indie, you've got my promise that we'll do whatever is humanly possible to erase all bugs and glitches without exception. Immersion is our highest priority, and nothing damages that immersion more than an unfinished or unpolished game.
Most of us don't come from a wealthy background, so we were always a bit irritated about the ratio of playtime vs. prices in many AAA titles. Thus, our aim is to keep free whatever can be kept free. If there is reason to charge for anything, e.g. because otherwise some ambitious features can't be realized, I promise that we'll do whatever we can to keep prices in the lowest possible range.
The approach is similar to the creation of content under the aspect of performance - we try to make the game playable on really old machines, notebooks etc. instead of high-end-gaming-equipment, so it won't ever depend on the dimensions of your wallet whether or not you can enjoy the game.
It's great to hear though that you folks appreciate the idea behind the game enough to consider us going indie. That's a welcome ego-boost :D.
Thanks to all your votes, Zeitgeist made it into "Phase Two" of this year's MotY contest. We can once again play Don Quijote and fight some windmills - be prepared for a harsh battle... ; )
Yeah of course, samples are always welcome : ).
Do you have any instant messengers or a facebook account? If so, please send me a PM with your contact info and I'll add you ASAP.
Cheers & thanks for your offer,
Til / Albatros
yeah it's terrible.
I just cleaned it out two days ago - we'll gladly accept your help offer!
Listen to that man.
He's the one responsible for those sweet unfolding animations :).
Yes! Ja! ;)
The next large item on our to-do-list is the vivification of the Zeitgeist-World, and in the end, passengers boarding trains and enganging in various actions are definitely a planned feature. :)
yes, of course. We're going to change lots of sounds, not only those of the boots, but also those of vehicles like the annoying tracktrain idle-moving and, of course, weapon sounds.
Which is why we'll be asking for a professional sound designer to join our ranks, soon. Unfortunately that's a gap in our ranks. :/
basically yes, this absolutely could work, but it's a tad more complicated for Zeitgeist (how else could it be ;/ ).
We've got three different fictional tube lines - Juvenile, Centurion Line and Edwardian Railway, and while these three lines cover most of the Stations, some can only be reached with a specific line.
Thus, we had to think of a different method.
Hi there leon,
yep, sounds are going to be the next issue we'll tackle. For now, we're stuck with the HL2 sounds, but our Members Maddin and Jonko will soon take on the matter.
Of course this is "just" a train ride video, but we had to start somewhere.
And no, the next couple of updates will all happen within 2011 ;).
We just suspended our updates to increase our content output.
There'll be plenty of news soon... good news, that is ;).
Thanks for the kind words!
The story will be the key element of the game. I've started working on it two years ago, and for the last six months it was my day-to-day purpose of existence =P.
Now it's finished and awaiting polishing - we hope to be able to present an update to you guys before May, including important news about the story all the things we promised to you earlier this year.
indeed, the story has been my focus point for almost three months now. It turned out to be necessary to get it completely done before working on additional scenarios, levels etc.
Stay tuned :).
an answer to your question can be found:
a) right above in the update itself:
"We actually planned to publish the first in-game movement footage along with this update, but due to some unexpected and less than joyful events in our real lives, we will be forced to delay that into the next update. It'll be worth it, though, so we hope you're all going to be patient with us."
b) within an extended discussion in the comments about the update:
and c) within the design document we prepared for the community as an answer to exactly that kind of question:
If you are honestly interested in an answer to your question, please have a look at these links first, have a bit of patience and see what we'll "bring to the table" within the next weeks : ).
Here you are. :)
Let me know if it works!
Well, I know both sides of the medal, and I've also learned from many mods that didn't make it past the concept stage.
IN the end, all you can do is to trust us. As soon as there are gameplay videos showing movement and features like inventories or level status changes, combat videos are needed. As soon as combat videos are made, a demo is needed, and as soon as the demo is out,...
We don't want to put ourselves under that kind of pressure, since - judging from my broad first-hand experience - this is what kills mods, turning a motivated and relaxed job into a fox hunt. Red doesn't look good on us, so we're not going to enter that circus.
There will be videos, and they will be released soon, but - and that goes for the entire game - not before they are ready and we think the time is right.
You want this mod to be released and so do we. The best way to achieve that is the one we have taken; in fact, I doubt that among all those mods you've mentioned there is a single one that hasn't lost a single member of the development team in 19 months (and we're more than 10 by now...)
thanks :). Yeah I wasn't thinking of that actually, I guess that's what happens when you're staring at the same scenery for too long!