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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... ;).
And thanks to everybody who voted for us - you're really giving us the motivation we need to push this thing towards a release ; ).
sorry, but the short version of the design document is as far as we can go for 2010 :D. We have some other goodies waiting for you, though, so there's not going to be too much space left under the x-mas tree. :)
I *really* hope you've seen my posting below yours where I announced a .pdf document as an answer to the "What is this about?" question ;).
But if you're just curious to know what the name is about:
Zeitgeist translates to "time ghost", but only literally.
"Ghost" in the contemporary English meaning comes closer to a "phantom", while the German "Geist" is a synonym not only for "phantom" or "ghost", but also for "mind" or "spirit".
Thus, the literal meaning is not identical with the intellectual meaning, which is "the spirit of an age" or, in other words, the "mindset or general feeling of the people in an age or era".
So, modern Bauhaus or Art Déco architecture contrasting with Edwardian, Wilhemian or neo-classicistic / medieval buildings would be an example of the "Zeitgeist" of the mid 1920s to early 1930s.
Likewise, the use of the word 'Zeitgeist' isn't limited to styles, designs, fashion or architecture, but is also expendable to politics, literature, ideology... etc. :)
That's why we have chosen this name for the game, as the initial idea behind the game was to emulate a fictional but "complete" and realistic (and supported through historical facts) 1930s as the scenery for a purely fictional storyline. We think that "Zeitgeist" does a good job describing this idea, as it is also a "loan word" in many other languages (such as Russian, English or French).
Are you really confused and satisfied now? =P
Til / Albatros
Thank you Sir,
going to take care of it. ;)
hier hab ich ja noch gar nicht wirklich reingeschaut!
Danke euch allen für die guten Worte :), das ist der Stoff aus dem die Motivation ist nachts um 3 noch ne Runde Modding einzulegen... :)
hope you're all doing fine!
It seems like many of you share the same kind of question:
"What is this about?"
We made an attempt to answer this question several times before, but never got a lasting result out of it. Unlike many other games, the visuals, sketches and locations along with the text-parts of Zeitgeist seem to tendentially create some profound confusion among the community about the actual "game" behind the game, although there's really no reason to be confused :). Actually, it's not even that complex.
Still, we would like to give you an answer that really deservers being called an answer, perhaps as a very compact Design Document in the .pdf format. Thus we need to ask a little more patience from all of you. The .pdf will probably contain a short synopsis, some bits of gameplay discussion, an overview about the locations that Zeitgeist's London offers, and maybe some more media to support the explanatory value of that thing.
We'll try to get this extra-short design document ready for shipment along with one of the upcoming updates, although I can't promise you it'll be done by early december!
Best regards and thanks a lot for all the useful feedback,
Sorry, hangover, multitasking and badly written update texts make me miss important words. "A thing we DON'T want to change (yet)" was what I was trying to say :).
Adding a scaffolding later this week :)!
2d-effect of the Big Ben is not a thing we want to change, since it's adding a comic-like touch to the realistic scenery which we're probably going to keep if it turns out to work for other locations as well.
Cheers & thanks for the input!
thanks for your suggestions :).
One request though - could you keep it all in english, please? We want everybody to be able to follow everything.
Everything we're using has authentic examples in contemporary 1920s/1930s references. Hance, the credibility of the logos and fonts is given due to the use of exactly identical neon fonts and logos on old reference pictures. Some of these things may look extremely modern, but nonetheless existed back in the "real" 20s to 30s, so we felt free to use them in the (fictional) Zeitgeist Universe :).
Thank you very much :). At first, implementing changes or suggestions from the community seems to be a problem for the time budget. But on the long run, it's always a gain to listen to the fan base and it also is time extremely well-spent. :)
True - also the "have a good weekend" phrase at the end gives you a hint that our time frame for this update got a little out of shape at some point ;). We've been working on this stuff for almost two weeks, turned out to be VERY tricky. But here it is :).
Well, you're among the first 100 people mentioning that the drawing looks a bit like Brad Pitt. ;)
I hope noone will be disappointed, but the final result will look a lot less like that fellow. We're still working on some technical questions for the next update, which will feature a few pictures of Rodney's model. :)
You might want to check out our earlier screenshots. I think there's quite a bit of Steam-(or, better: Diesel-)Punk there. :-)
I hope you don't mind me answering to both you and Suckface in a single reply.
We already published some statements about the gameplay in several updates, but there still seems to be some confusion. Zeitgeist isn't about merely walking around alternate timeline locations and looking at the scenery, it's a classic ego-shooter game. However, the cast (including Czerny) will not, as most of the game is set in urban sceneries, run around waving machine guns all of the time. We are balancing the right amounts of action and exploration, so both people fond of action and those enjoying the alternate reality immersion will be satisfied.
More details will be given as soon as they are implemented; nothing is worse than promising features at first that turn out to be impossible to realize.
Thank you very much for the kind words and the generous offer, but I think we can handle it. Every once in a while, we ask a native English speaker to have a closer look at our written content. His brilliant attention to detail will certainly help us to get rid of all the problematic passages. However, the introduction has already been given a second and third review, but we shall have another look at it.
thanks for your input which we always appreciate ;).
As you already said, Zeitgeist isn't taking place during a war, so we don't have any plans regarding the creation of large battle tanks or intercontinental rockets. Although we'll certainly keep up our research on the technological progress that has or could-have taken place in those fictional 1930s.
We're not aiming for the most gigantic and incredible concepts, though, but for those that would have been the most likely to be developed and put into use, if the first world war had lasted for more than a decade, and the second one had never happened.
Anyways, we're always happy about ideas directly from the community, so keep them coming :).
Are you sure you didn't get up on the wrong foot today? ;)
I hope I didn't misunderstand you - it's pretty early in the morning - but to me it sounds like you're not much of a fan of fictional settings?
I did some thinking in the past hours, about how fictional stories (and not such based on facts) have influenced or created most of the wonders and complexities of our "real world" (quote: 'the word fiction is derived from the Latin fingo, fingere, finxi, fictum, "to form, create"').
From epic tales like Homer's Iliad over the Norse Sagas to Jules Verne's novels, most of the creative content of books and novels, and almost all of their author's inspiration has been based on imagination or pure fiction.
Or, as Alfred Hitchcock has put it: "For me, cinema is not a slice of life, but a piece of cake." ;).
Maybe one thing that makes people like us (and probably parts of the ADD-generation) turn away from this complex and wonderous real world are other people living in it who think they know what's inside a book from taking a casual look at it's cover.
Once again, too bad we can't please everyone, but we're going to manage with the rest.
level design greatly depends on the game it's made for. Concerning my RnL map "Ardennes", the issue was combining a highly detailed city center with vast outskirts, since the actual map (only consisting of the city center) was loathed by some individuals from the community for being way too compact and "so DoDish" (I wonder what they'd have said if I had come from CSS mapping instead & given them that same level.. :P). So, you see, massively changing a concept right in the middle of construction sometimes creates problems.
In Zeitgeist, I can define 100% of a level, from the art direction over the dimensions and points of interest to performance, so it shouldn't be much of a problem here. Besides, I already got used to the thought that there's always a steady percentage of people who don't like what I do no matter how I do it, but the rest does, and as long as it stays that way, I'm fine with it. :)
Very cool stuff there, sir :).
Sweeeet stuff dude :D!
very justified question there :).
Of course, all of the work we show is WIP - as NPCs, dirt and rubbish props, textures, decals and so on are being created, we use them on all the existing scenarios. Right now, we're showcasing pretty "clean" levels, as a matter of fact. In the end, we're aiming for a good trade-off between populated areas and reasonable performance.