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Well put together article. Man, they can't even follow one of the basic aspects of modding: giving credit for another's work.
I love that street level. It feels like one of the brawliest brawlers I've ever played.
What a great synopsis, that's an interesting bit about Pacific Rim. I'm excited what Frogware will do with Call of Cthulhu, they seem to have a great passion for Lovecraft.
If you're at all interested in Roguelikes, Infra Arcana involves trying to get your hands on something of the non-Euclidean variety.
Wow, it already appears fixed in the 201309.33 build. I really appreciate the work you're all doing on this.
It's an amazing game for me as long I stay clear of Sol for the time being.
Whenever I get near or start in the Sol system the game crashes on me. My stderr.txt says "libpng warning: iCCP: known incorrect sRGB profile" and I believe it has to do with the heightmaps for Earth and Moon. I'm on Win 7 64-bit.
How can I but issue you karma but once? Happy Holidays!
Wow, this has really started to shape up the last few months. Glad to see it coming along so nicely.
This really looks amazing, glad I found it as you seem to be releasing a new version soon.
Sorry to hear they ran into yet more misfortune. It's great that most of the team still seems hopeful to recover from this.
It's downvoted for outright taking a **** on those companies for offering anything to work with, the entitlement issues are pure douche chills.
The tutorial videos actually have text subtitles to tell you what keys to press and such, just keep an eye below the video as it plays.
Kerberos Productions developed this game. It's from the Sword of the Stars people, they're a much smaller team than the entirety of Paradox.
I'm Notch's hat. Suck it!
This is most awesome, the AI plays more like previous Rainbow games.
PSP (besides PC) and classic RPG/Adventure games.
That was a great idea, and a great pairing, considering the shared open source philosophy. Also less time trying to maintain your own engine and more work on actual gameplay and such.
I have to agree, the game mechanics would shine no matter if it was multiplayer or singleplayer.
It's settled then, I'm carving a creeper pumpkin this year.
Well, isn't that something. It's good to see a semi-official update happening for ZM.
I love the winter updates, I made an ice house after building a mold of sand and filling it with water. It sure doesn't like torches, though. :)
If it's news about an already long running project, I don't mind reading over walls of text about technical hurdles and such, that's all part of following the history of it's progress. If it's broken up with some example media, that's just extra gravy.
If it's news about a new project, go heavy on media that shows it's already working somewhat, to instill some faith that the project already has some steady momentum. Also, don't announce anything before that stage. I think a lot of us are familiar with projects that show a lot of conceptual eye candy that doesn't add up to any sort of overall progress. It isn't news if the parts aren't even fitting together yet.
I didn't derp da derp da diddily derp, either.
No problem to me, I'll just be glad to see infdev streaming more smoothly. I don't know why anyone would have started a big building project in an infdev save. On top of that, anyone who's done any building in multiplayer should have learned by now not to get too attached to anything they've built; it's very Zen garden in a way.
It's also good to see features like working water coming back, it looks even better than the earlier version, I can see more detailed flow to it, very cool, notcho.
Nice new interfaces and HUD, I like the visual cues, much more instant feedback. Are they going to be compatible with older aspect ratios like 4:3 though? It won't affect me, but some may be.
Good deal, don't think I had Linux versions for some of these, I'm liking this option to install on any platform.
Chickens and small polished rocks.
Good times, I'll just keep an eye on updates until then. It sounds like you're off to a good start having a clan player consulting.
I certainly do, I have the feel of this game tattooed on my brain. Just let me know what hours are convenient, if you're scheduling playtests.
Weapon imbalance didn't really matter if you could keep cool, out maneuver or recover in time from a hit. The higher power weapons tended to have big accuracy penalties. I think that's what made the game exciting, you could get near mortally wounded yet still had a chance to recover and pepper someone's head with a few lighter rounds. I also liked the damage effects on the player; the limping, speed and accuracy impairment.
Oh, and can't forget kit restrictions, for pistols only and such. That was a pretty important part of the game.
As for problems, grenade accuracy always seemed kind of glitchy, the ammunition counter didn't seem entirely reliable, either. I also recall some random glitches in climbing objects, picking locks, etc..
Oh my, this is very exciting..
What I liked most was the difference it made in armor selections. You could tank around in heavy armor absorbing everything, or ninja around at light speed in light armor.