Welcome to my Profile Page here on ModDB. I love games, I love almost any genre and I LOVE developing stuff. I guess you could consider me to be an old skool gamer, there's just so many games I have played and you know what? It's just awesome. Hope your stay is a good one and drop me a line or two I love interacting with the community. Live life to the fullest, follow your dreams and make damn sure you have them. ;)

Comment History  (0 - 30 of 2,362)
joure
joure @ Question

Valve is okay with mods, and to an extent certain mods-turned commercial game. However, black mesa is such a huge exception because not only is it a remake of half-lie 1 (which valve would never do themselves) it's also a very high quality product.

I could never ever just use their assets and make a game that I can sell commercially. It's just not that easy to get their endorsement.

We would have to create assets as long as I make it a commercial game. If I had tons of money then I would happily make something like this in my own time and completely free but it's quite the opposite at this point.

I want to make games that I think is fun and I would love to make a wide range of games. Right now I'm making a first person adventure game and I love it.

I eventually want to go back and make a shooter. I love shooters and think I have some fun things to bring to the table.

Thanks for the reply though, I appreciate it. :)

Good karma+1 vote
joure
joure @ Question

There are several reasons I wouldn't be able to do something like this in good conscience.

1) It's a free mod. It would be a **** move imho, to start askign money for it.
2) The quality is simply not up to par with today's standards. I also think I can do a lot better these days.
3)Even if I would want to, I can't. We don't have the source anymore and therefore aren't even able to fix the mod ourselves. Let alone making it compatible for steam.

I appreciate the fans reactions to this post. I can only hope I can somewhat replicate this kind of enthusiasm for the game I'm working on right now. Especially considering the mod's age. :)

I don't want you guys to have to pay for a product which I would not endorse myself as the creator.

Good karma+1 vote
joure
joure @ STARDROP - Gameplay Teaser

Thanks a lot Joker. Appreciate that. :D

Good karma+1 vote
joure
joure @ STARDROP - Gameplay Teaser

Thanks. I'll be the first to admit I'm not a writer. Heck, English isn't even my native language but I do agree with you. Creative writing is something I love when I see/hear/read it and I have and continue to do my best to make it fun and engaging.

I constantly evaluate the dialog and already have rewritten a number of them and will continue to do so. I do enjoy writing the dialog though. Even if it's not the best writing it's something I put a lot of effort and time into.

I would like to work with a writer at some point but right now it's not really an option.

All that said, I appreciate the feedback and will do my best to improve and am always listening when people offer advice.

I'm so happy with the VA's. Very proud and incredibly lucky to have them on board the team. :)

Good karma+1 vote
joure
joure @ Sell your game on DBolical

Amazing feature guys. Well done !!!

Good karma+1 vote
joure
joure @ STARDROP - Gameplay Teaser

Thank you.

Good karma+1 vote
joure
joure @ STARDROP - Gameplay Teaser

During the game, it's explained that in general there's life support on the ship but due to it being old a suit and helmet is being worn just to be safe.

Good karma+1 vote
joure
joure @ STARDROP - Gameplay Teaser

Thanks. I'll do my best to keep that in mind when I finish adding in all the option features. If I do forget, you're more then welcome to kindly remind me. ;)

Good karma+1 vote
joure
joure @ STARDROP - MCCV-2 New Interior Shots

For a shooter, or a skill based game that's very true. And it's true for games in general. When you prototype gameplay and game mechanics it's best to have these all working in the alpha phase.

This is something I did for most of the mechanics. The difference is that STARDROP is more about adventure and exploring. And I have found new ways on how to use some of these features along the way.

Since the game is very story driven my focus was on combining some of the gameplay aspects with the story and characters interacting with each other.

I've been wanting to create interactive computer screens for the longest time, but the UE4 system was broken for a long time. Now that they fixed that I was finally able to create them and have been adding them into the core gameplay.

At the end of the day, STARDROP is a fun sci-fi experience more then a game. The journey and the story that unfolds all the way to its conclusion is what the game is about.

I've been adding mystique and a revelation at the end of chapter one and throw a lot of questions at the characters and the player.

While I will never claim to do anything new, the way I'm doing it is not the norm. And I will really be able to do some very cool visual stuff once I reach the main ship. It's my own personal experiment that I'm pouring my all into.

The ending is where it all comes together and is what (I hope) the game will be remembered for. Well, that and the journey itself of course. I would hate to make a game just for its ending and I already have added and planned things to keep people invested and interested. think along the lines of a nice space walk at some point.

One of my own personal rules is to avoid repetition. I am not a fan of reusing things too often. We'll have to wait till the game's finished to see if it all worked. :) But I have a lot of faith that it will.

If STARDROP was a shooter I would have to make sure I'd impress with the earlier levels. Making a more intimate, non-violent game the way I have envisioned works incredibly different from an action packed game where you need to be able to suck in people from the start. There are a lot more shooters and other action based games out there these days. And you NEED to show the audience that your game is worth it. It's something the recent doom did very well too. But that's not the same audience I'm seeking.

STARDROP is there for the experience. To be intreagued and enjoying the funny moments as well as the serious ones. I guess what I'm trying to say is that this is a game I would love to play myself without throwing overboard design ethics in general, but using what I think works in a specific way.

Good karma+1 vote
joure
joure @ STARDROP - MCCV-2 New Interior Shots

I've looked at these things from multiple angles. Personally I would love to be able to release the thing in one go. The game was never meant to be a huge long and epic game.

It will only be as long as it needs to be. The reason I would prefer one release is simply due to its story, how it progresses and how much better it would be if you'd play it in a couple of sittings.

That said I have found a key point where I could split the game and be okay with it and it may look like that I am leaning towards that be cause as you mentioned I would greatly appreciate feedback from players to see what worked and what didn't/ In terms of story there's not that much that I would change.

The game will truly shine during the 2nd chapter but I'm very optimistic that the first one will do a solid job setting everything up. :)

Thanks for the feedback though, appreciate it.

Good karma+1 vote
joure
joure @ STARDROP - MCCV-2 New Interior Shots

Thanks, glad you like them. A rough estimate and optimistically speaking I would say around the 38 to 40 % mark.

The game will have two chapters and looking at a post release epilogue. (but not to worry, the ending of the main game will be a solid one) The first chapter is much smaller compared to the second.

Having said that, I don't like to tie myself down too much regarding deadlines. I do set them but to me the overall experience is more important so I will refrain making a solid estimate for a release date.

I have a few options regarding how and when to release and once I know for sure I'll happily announce it in an update. :)

Good karma+1 vote
joure
joure @ Star Docks

Thanks. Yes, no blood thirsty demons in STARDROP. ;)

Good karma+1 vote
joure
joure @ STARDROP - Dropship Polish

Thanks, very glad you like it. :)

Good karma+1 vote
joure
joure @ STARDROP - Dropship Polish

Thanks and good eye you gots. Yeah, it's a placeholder until I can, um, er, get it replaced :P

Good karma+2 votes
joure
joure @ STARDROP

Sorry for the late reply.

We've already have a composer working on the game.
I appreciate the interest and I'm sorry I have to decline.

Please take care and wish you all the best !!!

Good karma+1 vote
joure
joure @ Question

Thanks, I'm glad top hear you enjoyed it. I honestly hope I can expand he team after STARDROP is out and hopefully will do well enough for me to take on a bigger project.

I had a lot of fun making it and I am getting to a point where I feel I'm ready to work on something like this again.

Good karma+2 votes
joure
joure @ Question

One of the things I want to really improve upon is the gun-play. That and experimenting with different types of enemies. :)

Good karma+2 votes
joure
joure @ Question

Thanks jjawinte. It's good to see you around man. I always appreciated your input a whole lot and the more I'm interacting with everyone here again, the more I'm getting nostalgic and excited to actually get back into it.

The more I'm interacting the more I'm leaning towards going for it. Just need to finish up what I'm working on first before I'm able to. ;)

Good karma+2 votes
joure
joure @ Question

I've been watching a bunch of let's plays of 1187. It's been too long since I played it and I'll be honest. lots of moments where I cringed in terms of dialog and level design.

Looking back at old town, holy hell how did I let that slide. it's brutal haha.

I'm wondering what aspect of STARDROP you didn't like. Just to get some more feedback in that regard.

I wouldn't work on a project if I couldn't put my heart and soul into it. ;)

Good karma+3 votes
joure
joure @ Question

Thanks for the vote of confidence. :) I'd be lying if I said there aren't any challenges in doing so. It's quite the undertaking and I can only do it if I'm able to expand the team after STARDROP is released and I can move forward to a bigger project.

But it should be an improvement over the original.

Good karma+2 votes
joure
joure @ Question

haha, I actually always ignore up and down votes. And I appreciate the feedback since, as you also mentioned, is what I asked. ;)

Good karma+2 votes
joure
joure @ Aftermath

Thanks Sama. I have been running into some issues regarding the ability to use 3d widgets inside the engine. I have yet to figure out why I'm not able to but trust me, this will be dealt with at one point and it'll open up a lot more interactivity.

I will however be adding a lot of small details at some point bringing more depth into the world (universe) which in turn should reward explorers all the much more, which is a great deal of what the game is about. ;)

Good karma+1 vote
joure
joure @ Aftermath

Cool, I really wish I could cook the project for Linux. but from what I understand I should be able tom once I actually get the time and a new PC, seriously the one I'm using is in dire need of replacing, I will be able to actually look into it and hopefully put out a demo and confirm the platform.

It should be a whole lot easier to achieve that then a MAC port, which is also planned.

Good karma+1 vote
joure
joure @ Aftermath

Thank you. I wasn't really defending as much as offering more information for him to understand some of the things that might not have been prevalent in this article.

Good karma+1 vote
joure
joure @ WE ARE LIVE on KICKSTARTER

Not sure, I get notified automatically through my email...

Good karma+1 vote
joure
joure @ STARDROP - Chapter 1 (DEMO) 64 Bit

Sorry for the late reply.

The first bit you got stuck is something I am wanting to improve. It's one of the first scripts I wrote and after more people playtesting I rewrote it, while an improvement I feel that I can do much better so I will give that another go at some point. (Obviously, well before its release)

The second part where you got stuck is another area where I find the dialog isn't to the point enough and basically suffers from the same flaw as the one mentioned above, that its just too much words.

I want to mention that from what I can tell about your description, it seems you ran into one of the very few bugs that we werent able to replicate. So while it is a known bug, at the time I could not fix it. That said I found out how to replicate it and attempted a fix for it, hopefully once I get the latest build out to Sensi, my amazing Playtester, I am able to confirm if the bug is fixed.

If you'd load up the game again, you should be able to interact with the console/screen and you should be able to progress from there on.

I apologize for being one of the few to encounter it, as I have been and continue to aim to have the demo as bug free as possible. And a bug like this would never fly with me for a full release.

I am currently working on an extended version of the demo, so might wait when I am able to release it which should offer a lot more gametime. :)

Thank you for the kind words, I'm very glad you enjoyed what you played and I'm working oh so hard to raise the bars on a personal level.

Ohh, and the androids certainly need an animation overhaul which is something that we'll get to. :)

Take care.

Good karma+1 vote
joure
joure @ Question

You're welcome to ask, can always send me a PM if you want to ask more.

1.Yes, this would be a full game. No episodes and it will continue the original story I had planned in episode two.

2.Yes and no. I would look at the original enemies as a reference and take all the things that I liked about them while at the same time improve where able.

One of the things I'd plan is to release alpha and beta builds of various gameplay aspects of the game and get the input from the community. if the overall response is positive then that means I'm succeeding.

I'll be very open about its development in that regard to make sure everyone will enjoy themselves. Of course once the actual game is in production you'd guys have to wait for the demo to get a taste of the actual game and then simply release it once it's finished.

But the fans should already know roughly what to expect in terms of hands on experience with the gameplay mechanics, the story elements and the world itself would be completely new and unspoiled. :)

Good karma+4 votes
joure
joure @ Question

One of the challenges would be to recreate much of that feel while also improving upon its foundation. Obviously the graphics and visual update is something that would make this whole thing all the more exciting but I would also have to make sure it'd be optimized enough.

But it will be more demanding overall when it comes to minimum specs. That said, it ain't 2007 anymore ;)

Unreal Engine 4 will make so many things easier overall. I should, in theory, be able to recreate everything that I need and more.

Of course it would be a commercial product this time round but the quality should be much, much higher.

Good karma+3 votes
joure
joure @ Question

Thanks, well, I would be aiming much higher this time round. ;)

Good karma+3 votes
joure
joure @ Question

Thanks for the blessing. ;) I agree with the gunplay. One of the cool parts about doing a remake is the fact that the sky is pretty much the limit. I would be able to tweak weapons until its perfect.

Good karma+3 votes
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