Game designer, feminist, etc.
This is fantastic. :D
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. :)
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 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
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...
Wow. Very atmospheric.
Maybe you guys should just do a LOZ-ish game at some point. I can imagine Jordan spriting some really awesome stuff for that.
Lol, well THIS needs to happen. :3
Bloody hell that's cool.
Never apologise for wanting to play our stuff; it's why we make it in the first place. :)
We're working hard on adding a few more levels to the public demo. I can't say when they'll be ready (since we missed our original deadline, and I don't want to do the same again) but hang in there!
It's similar to what the demo offers, but across a wider variety of locations, with sub-plots in each of these locations. The gameplay doesn't change much, but your choices will have a more obvious effect of the story.
As I said, I'm NOT running Ubuntu. I got the .deb, but because elementaryOS doesn't use Gnome Keyring, the installer throws and error and then fails.
Very cool. The recent focus on enemies is really making this game a lot more interesting, it felt more like an exploration/RPG before, but now the arcade and platformer elements are really coming to the fore.
Glad it's working for you now, and thanks for the kind words. :)
Super cool. Rather excited for this.
Wicked. Looks really, really neat.
Sadly this doesn't mean a whole lot to us. The current dev version (that will soon become public) is running on a newer version of Ren'Py, so there's a chance that it will fix the issue.
We can't do very much since this is down to the middleware rather than our code. Your best bet might be to look for a similar issue on the LemmaSoft forums or on the Ren'Py site. Sorry we can't be more helpful. :(
Looks very interesting, I like the graphical style rather a lot, and the controls appear to be pretty tight.
This comment has been posted in a private group.
It's the free demo of a game that is nowhere near finished, there's rather a lot more to come you know.
I was actually demoing a new version at a local convention just a few days ago. Hang in there, we should have an update to the beta soon, we just want to make sure it's as polished as possible before we roll it out. :)
The trouble with that version of Air 2.6 is that it requires an older version of Gnome Keyring or KDE wallet to authenticate root access, neither of which I can get access to since I use elementaryOS.
I think Lone Survivor did it through a standard .swf file that ran in a standalone player window, so something like that would be great. I don't know if the player was the standard flash player or something Jasper Byrne wrote himself, but you guys probably have more of an idea about that as flash developers.
Why not deliver it in a standard flash player on Linux a la Lone Survivor? It's still very widely supported.
The lighting/post-processing really sells this. The environment is much more believable than Euthanasia's was, and obviously that's important, since immersion is a big deal in horror games.
This looks cool, very Silent Hill-esque, but more action-oriented. Tracking.
You get all public beta updates, but not the whole game. The paid version of the beta includes the soundtrack as an added bonus, but otherwise it's the same. It's just a way for people to help us out if they feel they want to. :)
I would buy this, but it uses Adobe Air, which is no longer supported on Linux. Is there any other possible method of delivery for Linux users? I love the web version and I want to support you guys, but I'm not going to pay for a game I can't play.