I'm a composer and musician specializing in music for multimedia.
If anyone is interested, I've released the soundtrack to the game! You can check it out at Bandcamp.antonriehl.com - I've also included a few custom levels when you purchase. :)
Something about the green seems the most ominous to me... like soulless and cold
I'm definitely still interested in helping out if we move forward...
I hope Indiecade works out! If it does, we'll have to hang out, as I attend every year (and live pretty close by...)
The engine has not yet been optimized, so the number of NPCs is still pretty limited. Most people seem to really notice the lag around 3-4 at the moment, although I've played some levels with as many as 6. Also ragdolls tend to take up a lot of processing until they "go to sleep" so when fighting multiple enemies in the same area a ragdoll can really slow things down.
The game is still in alpha, and hasn't been optimized yet, so even if you had a demo, it wouldn't be an accurate demonstration of the ability to run on your computer.
Can't wait to check it out!
Man... I didn't even see your comment here... They really should have some kind of notification for this...
Hey, I didn't see your comment for a while, but we actually do need clarinet if you are still interested... you should email Mikko or me and we can get you the details to play... email@example.com
They also have not started serious optimization on the engine yet. So right now, all the models are at full quality, all the time. Once the optimization starts, people should see a big improvement in frame rate.
There's nothing to stop you from modding now, and the most important things will remain in game. There has already been some pretty amazing user made content, and mods, and if you start working with it now, you could release finished products at the same time as the official game (or even before).
The final release is of course the tricky part. I wouldn't be surprised if they hit beta around the end of the year, and then spend another year tweaking that, and working on the campaign. But once it reaches beta, I think mods will be coming out pretty regularly...
There has been some proposed guidelines for how and where custom material and assets live, so hopefully when the game is fully released, people will start to follow those techniques...
The city is still very much a work in progress. They released it this week since it was a lighter development week. I would expect a lot more detail and culture added to the level in the coming weeks.
Hey iQew, thanks for checking it out!
@V1N3 There is no stand up animation yet... so not clunky, it just teleports...
@Mr.Mellon I'm pretty sure that punches will come along, but they are still working on the engine, so you are just seeing placeholder animations. When the engine is finished, they will start working on specific combat, (or the real combat)
I like the new scout idea. I thought the old one really looked too much like the tripod. Plus I like that it has some character of it's own and isn't like any other game's. I think it still needs some more detail, but is a great start so far.
Well, I have two comments to that...
The first is that it's not a mod, it's a full blown game (although we are still planning to offer it for free).
Second is that as a composer I'd like to create a sound and mood that is consistent throughout the whole game. My goal is to set a mood that is reminiscent of turn of the century music, and the Jeff Wayne music is just so... disco-y... So while I appreciate the musical for what it is, I don't think it will be making a significant appearance in the game. (There is a chance things will change, but it's the current plan.)
Yeah... they're already over $100K... so I guess it's doing well...
My only concern with the animation is there are several times that two of the feet are off the ground... I do believe it would fall over if that happened...
I'm currently writing a completely new soundtrack for the game. The current direction is to write music that is similar to turn of the century music, so I am basing several ideas off "The Planets" by Gustav Holst. There would also be licensing issues to actually use the Jeff Wayne music.
It might also be cool to use the handling machines as a common enemy. They always seemed like they would be easier to kill. Plus, not killing them would result in the production of more tripods and larger enemies, so it would be in your best interest to take care of them quickly.
The current plan is to have the game set in the general time frame as the book, so around the turn of the century England. As such, I'm currently writing music that will fit in that era. We're still having conversations about what the music will be, so there's not any good examples of music yet. But currently I am playing with ideas based around The Planets by Gustav Holst.
Thanks. I'm very happy with the way it's looking. There's still a lot to tweak, and every once in a while I get some errors on my computer, but it's already SO much better. :)
Looking great! Glad to see you are making some progress, and can't wait to see some of that new concept art ;)
Wow, these really look fantastic!