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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.
Okay, I see.
But still - sorry if we didn't give you any feedback. Usually we try to answer everybody. And yes, it's true, for the core of the dev team we try to go with German speaking developers, as all of our design-, story- and content documents - more than 800 (!) pages - would require translation, and some of our team members aren't excellent english speakers, which is a huge problem when it comes to working out finest details in sketching/modeling/animation... etc.
Hi Sn1pe, didn't you at least get an answer? If so, I'm truly sorry & apologize for that right away. Sometimes, messages and applications just slip our attention. There's a lot going on really :X.
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!
I suppose they don't want me ;/
(... yet... ;P)
Nah, actually, right now I'm all satisfied working on Zeitgeist. :)
yep, you should probably make sure you've got the latest version of Adobe Acrobat installed. It should load the document right into the browser.
If that doesn't work either for you, let me know and I'll put the .PDF into a .zip file and host it seperately for you.
Hmmm... I might do that in any case... expect to find a link to it here by tomorrow! :-)
thanks for your feedback.
First of all - we don't owe you anything, unless you approach us in an adequate tone, a thing that works for 99% of the community ;-) - we're all grown-ups, so you can expect a straight answer to any direct question, and we don't really want the "Pics or it didn't happen." or "Dead." or a similar attitude to establish itself around here.
I also doubt that you've read our additional information about the video footage and / or the design document as thoroughly as you could have; if you had, all it'd have taken would have been a little bit of trust in our word & work, a thing that we actually deserve after the several thousand hours of work we have put into the project by now.
Peter / pnx actually said it all; none of you will want us to release Hammer screenshots or untextured geometry, but there's not a shadow of a doubt that we deliver a result in the end. It's really the same thing with those features and ingame videos - technically, we're there, but we want to transfer the high visual quality into the smoothness of our animations, the quality of our HUD and interface graphics and the polishing of the characters & weapons before showing those things to you crowd.
Just have a little more patience - within a few weeks from now, you'll get what you're waiting for. ;-)
No pun intended, but - could you please keep everything in English here?
Your question is pretty interesting, so it would be great if everybody else could follow what's written here.
Actually, the building to the left is the old "Rathaus", which burned down along with the four buildings on the right side in 1944.
Our update, which was posted along with the screenshot above, hasn't been authorized yet - there's a quick explanation in it.
The "old" market square and Rathaus / council hall:
... and the "modernized" building, although I'm a bit hesitant to call it a building, since it's a shapeless concrete mess really ;).
So you see, we've actually come pretty close to the original :).
Yep, we'll fill that square up with yet another surprise. No more information given until it's done, probably two weeks from now... ;).