Game designer, feminist, etc.
This is complete nonsense: If it is implemented properly and the game itself is optimised well, the difference in performance will be negligible. All versions should run smoothly, the Windows version very marginally better.
If Valve's experience in porting L4D2 to Linux is anything to go on, the OpenGL version might even run faster under Windows.
This is looking pretty fantastic. I've always loved the UI style, and this is as good as ever.
Interesting. Would it be possible to use this to swap out the songs in the game's radio? Wouldn't mind picking my own music for the game (I felt as though much of the official set-list was pretty weak).
This is fantastic. :D
This looks pretty fantastic. I'm excited to see more. :)
I mean, in fairness, SoC was originally super broken, but that was also part of the charm I think.
This is interesting. I love how the whole team are putting their own individual mark on this; it's still STALKER, but conceptually, it's also its own thing, in terms of scale, depth, and (I feel) an artistry that wasn't present in the original. I've often heard Far Cry 2 referred to as "Stalker: Shadow of Chernobyl, only not broken", which is a little unfair to both Far Cry 2 and STALKER, but yeah, what you're making here feels more like a Far Cry 2 than a STALKER: Redux, and that's cool.
Anyway, awesome work as always. Really excited to play this.
That's awesome. :D
This is great: Helps to unify the feel of the game, since previously the clean edges and perspective actually took the player out of the action a little (in my opinion).
Hopefully this will have the added bonus of counteracting Blender automatically interpolating textures on IntelHD/Linux, haha.
Surely this can't be done in Unity, it's absolutely gorgeous!
Looks gorgeous, excited to see more. :)
Linux support? :3
This is awesome. If I'd seen this out of context I could easily have believed it was a L4D screenshot.
This looks fantastic. The level of polish and finesse in your work is second to none.
Doesn't seem to have worked. I'll try it out on a different machine later on.
It's not really a big deal anyway, the game is still totally playable (and awesome btw).
Awesome. It works now, but a lot of the textures are distorted, or display at a very low resolution. It might be to do with my laptop (intel hd 4000) but I can't change the graphics options to check.
I tried to play it (on Linux) but it crashed instantly, and threw the following error in the terminal:
Color management: using fallback mode for management
BLF_lang_init: 'locale' data path for translations not found, continuing
connect failed: No such file or directory
found bundled python: /home/peter/Games/Valchion/2.66/python
Fatal Python error: Py_Initialize: Unable to get the locale encoding
ImportError: No module named 'encodings'
Aborted (core dumped)
Jesus christ, why does he only have two fingernails. O_o
Great graphics for Source. Nice to see where the project has gone since the original source-mod. I guess this fills a niche for a game that's partway between CS and COD, but I don't know if it appeals to me personally.
Does this mean you're doing campaign-ish levels now? :3
Be careful not to let feature-creep get the better of you. Getting the game finished on any old engine is better than almost finishing it on your engine of choice. Best of luck though, I look forward to seeing more updates. :)
WOW. That's seriously impressive.
Brilliant, brilliant, brilliant. Reminds me of how the boomerang was used in Phantom Hourglass. Bravo.
Looks fantastic. I hope you find a use for him in puzzles and things, as I imagine there's a lot of opportunity there.
I assume you've not seen the release trailers for Pokemon X and Y yet? They might rather excite you.
Sorry to hear about the game ceasing development, best of luck with future projects.
Looks fantastic, what's that little rectangular thing though? A circuit board perhaps?
I definitely won't be releasing the source code to other people though; Incursion was very much a learning experience for me, so some older parts of the code are just plain crap.
If you're interested in TSBTNO though, you can find some more info here: Petermoorhead.com
Thanks Jesse, I really appreciate it. :)
Elements have been incorporated into our other project, The Sky Belongs To No One. It's a very different style and tone of game though, and it's being developed by a different team.
Wonderful art. Really looking forward to playing this.
This looks pretty great, just be sure not to overdo it with post-process effects, performance and/or aesthetics can be ruined all too easily if you go overboard.
I am happy. :'3
This looks pretty damn cool.
I've been pretty busy working on my own game, I don't play all that many multiplayer things these days.
Awesome as always. :D
Now that I think of it, wouldn't it make more sense to use the "!" to communicate a special, perhaps objective-related interaction?
If people are always going to be using the terminals for saving and stuff, then they'll already be aware they can interact with them, assuming it's explained the first time.
Maybe this feature could be used whenever you want to signify a special/important interaction, something that they should go and do immediately, rather than just letting them know that a terminal is interactive when they walk past it, since that might be a little redundant otherwise.
Cool, and I don't think the scores are unfair, in fact given that they're comparing you to AAA survival horror titles I'd say those were scores to be proud of.
Absolutely gorgeous. ^__^
Gruesome, I like it.
Mother of god. :O
Wow, very cool. Who ported it? We might be interested in having them do the same for Incursion (also based on ren'py) some time next year, if they're willing of course. :)
The leaves I am especially impressed with.
Very cool, obviously you guys have an awful lot of talent. I can't help but feel it's lacking a little in content however. Don't get me wrong, I love a good visual novel, I just feel like this could do with a little more interactivity.
I thoroughly enjoyed it however, and can't wait to see Cradlesong as well.
He's making a Hitchhiker's Guide To The Galaxy reference, it was also one of the first text-based adventure games. :)
Agreed, Brian and Nick are really talented guys, I'm lucky to be doing this project with them. ^__^
Although I think the biggest problem of all is that Source's editor is very tough to use and slightly broken. In the words of Dear Esther's creator; "Creating environments like this in Source is like trying to paint with a chainsaw".
True, but then I'd far rather have an engine that could do this: Youtube.com with no AA than an engine with great AA but none of those other features.
Cool, sounds interesting.
And yeah, I figured as much, haha. :)
French Rice Time? xD
Looks very cool, good job. :)
This looks epic. :D
...and I mean that in the best possible way, I liked Overwatch, but Source is dinosaur technology, so I'd love to see a reincarnation.
Am I at all right in thinking that Intruder Alert! is essentially Overwatch on an engine that doesn't suck?
So retro and arcadey, I just love this. :3
Holy ******* ****.
Yeah, was really impressed by it as well, but the bump-mapping here is just, oh, my mind.
I got voted down? What the hell for? I just complimented the mod's visuals? :L
03:57, holy ****, no way this is GoldSrc, my mind rejects it. O.o
This looks awesome. Also noticed that your UI is actually pretty similar to that of old Source games, nostalgia, lol. :)
If I may, I'd like to reiterate somewhat more gently what the guys are saying. The game looks under-polished. As a developer I know that it takes a lot of time and effort to get everything to look nice, but that doesn't make it any less important, or necessary. In particular the various explosion, fire and muzzle-flash effects need some work.
Make the right thing or make the thing right.
Alright, get in UK! Wicked mate. :)
By the looks of it, bump-maps, real-maps, specular-maps etc.
Lol, no, Well, we can't guarantee anything...