Obsessed with computers, games, and you guessed it, or maybe you didn't, guns.

Comment History  (0 - 30 of 81)
Kill3rCat
Kill3rCat Jul 25 2014, 6:12pm says:

Really hope this isn't dead. If this mod is alive, the devs will surely see these comments and at least let us know the mod is still WIP? If we don't get a reply within a month, we can safely give up all hope.

+2 votes     mod: Invasion 1944 v3
Kill3rCat
Kill3rCat Jul 24 2014, 1:20pm says:

Just saw the latest video blog on YouTube. Very nice!

+1 vote     media: Video Blog 2 - Polearms
Kill3rCat
Kill3rCat Jul 9 2014, 6:40pm says:

Seeeeexy!!!

Cruel devs, engineering such hype!

+2 votes     media: Video Blog 2 - Polearms
Kill3rCat
Kill3rCat Jul 8 2014, 11:20am says:

I love it...!

+3 votes     media: In-engine screenshot of the Naginata
Kill3rCat
Kill3rCat Jun 23 2014, 6:47pm says:

Ohhh... Oh yes... I must say, this is amazing news. Loving the progress. Whenever you guys go dark, I get worried and then excited.

My logic: If the project was cancelled, you'd let us know. You might have real life issues to contend with, or perhaps just being lazy. But it's much more likely that you're working on Bushido and preparing to release a news update that will make our hearts stop. Please,try not to kill your fanbase.

+2 votes     article: Devblog #5 - Map update
Kill3rCat
Kill3rCat Jun 16 2014, 5:26pm says:

Bloody fantastic, my good sirs! Excited to see what the rest of 2014 will yield for Bushido.

+2 votes     media: Video Blog 1 - Kamioka Castle
Kill3rCat
Kill3rCat Jun 8 2014, 6:08am says:

I have a suggestion, which I feel is a rather good one (else I wouldn't be posting it). Hope that you good gents see this... Anyway, here it is:

Instead of having the ship name and registry as a decal, would it be possible to instead have the name and registry as text overlaid onto the hull in a fixed font size and font? Having a single value for 'Ship Name' would make naming your own ships much easier, as instead of having to create a new decal, then go through the entire ship changing the name in the top right of every control panel, the name displayed is tied in with a single value, which you can enter as the name of the ship. This would also make multiplayer much simpler, so you can fly your own ship in multiplayer without the server owner having to download the decal file for your ship.

+3 votes     game: Star Trek Excalibur
Kill3rCat
Kill3rCat Jun 7 2014, 9:51pm replied:

Also: Any Star Trek fans that come here, check out Star Trek: Excalibur! Yet another amazing and promising Indie title that is in the works. Very impressive.

I only found out about it today, too!

+1 vote     game: Bushido: Legend of the Samurai
Kill3rCat
Kill3rCat Jun 7 2014, 8:47pm says:

I do hope that multiplayer is planned, even as a long term thing.

It would be interesting to have the multiplayer we all know from STBC and similar games. However, in addition to that, a different kind of Co-op multiplayer such as the following:

What I mean by this, is similar to the concept of Final Frontier (mod for Source engine), or the STBC bridge view. Or like Artemis Spaceship Bridge Simulator. Instead of the different players commanding their own ships, you have all the players co-operating together on a single ship, each with their own roles. I imagine this might be difficult on a public server, but it would be great for a private session between a group of close-knit friends, or even a gaming clan/community.

I'll see ya down in Engineering!

+1 vote     article: Excalibur: To the Planets and Beyond
Kill3rCat
Kill3rCat Jun 7 2014, 8:22pm replied:

I disagree. As you say, personal preferences, but I think having a unique tool with less functionality would be OK, but different tools have different uses.

You use a bread knife to cut your bread, not a swiss army knife. Likewise, if you want to saw through weak metal, you will use a hacksaw.

I think having specialised tools is a better approach, as it increases immersion, sticks closer to ST lore and also, assuming you have a limited inventory capacity, you will need to plan your away missions and decide what equipment you need to take.

+1 vote     article: Excalibur Concept: The Tricorder
Kill3rCat
Kill3rCat Jun 7 2014, 8:09pm replied:

Probably not. Having to voice record completely pointless conversations with no plot value seems like a waste of energy that could be put into making a much better game.

However, a bar environment could be used I imagine as a scene for some story-relevant narrative/conversation in the game's campaign.

+1 vote     article: Interior & Exterior Gameplay Integration
Kill3rCat
Kill3rCat Jun 7 2014, 8:03pm says:

Very nice, although it doesn't seem to live up to the quality of Excalibur's exterior models.

+1 vote     article: Interior Renders
Kill3rCat
Kill3rCat Jun 7 2014, 7:58pm replied:

Really? DS9 was great, but I always preferred Voyager.

+1 vote     article: Galor Class vs Scorpion Fighters
Kill3rCat
Kill3rCat Jun 7 2014, 7:57pm says:

Please no! Don't hurry to try and meet any kind of deadline, internal or external. This game is amazing, and I can honestly say I wouldn't mind waiting a couple more years for a stable, playable release if it means the end product is better. I fear an early release would result in the game being so much less than it could be.

I am sure other people agree with me here.

+1 vote     article: Project Progress
Kill3rCat
Kill3rCat Jun 7 2014, 7:52pm replied:

Warp travel looks a bit too slow in this game. Warp speed does look awesome from inside a ship. When travelling between systems, I am hoping the game will be designed in such a way that you will have tasks to perform (e.g. visiting Engineering, co-ordinating the repairs of your ship if you were damaged in a battle, perhaps coming up with a battle plan or communicating with Starfleet Headquarters similar to the Admiral Liu dialogue from STBC) for 5 minutes or so while your ship travels around the system. However, I do also hope you get a 'SKIP' button for longer travel that would usually take a few days in ST.

+1 vote     article: NanoFX Graphics Renderer 1.7 Preview
Kill3rCat
Kill3rCat Jun 7 2014, 7:47pm replied:

I too would love an answer to your question.

+1 vote     article: Pathfinder Laboratory Interiors
Kill3rCat
Kill3rCat Jun 7 2014, 7:46pm replied:

I think it's just that factions style, e.g. Borg ships are symmetrical, easily recognisable 3D shapes that we all recognise from Maths classes when we were very young.

Star Trek made my Maths classes amusing.

+1 vote     article: Aeh'lla Class
Kill3rCat
Kill3rCat Jun 7 2014, 7:41pm replied:

Aye. I hope they have implemented damage in such a way that if there is no physical connection between a nacelle and the hull of a ship, that it will break off and no longer be considered part of a ship. I am worried how this will work, however, as their ships seem to be a single model.

+1 vote     article: Changing the Game
Kill3rCat
Kill3rCat Jun 7 2014, 6:02pm replied:

No. Personally, I want it when it's ready. No sooner. More time = better product.

+1 vote     article: ST Excalibur: A Modder's Q&A
Kill3rCat
Kill3rCat Jun 7 2014, 5:52pm says:

Seriously. Don't sweat over getting a playable release out.

I would rather wait 2-3 years more, so that when we do get a playable release it lives up to our expectations. The more time you folks spend on it, the more polished and detailed and immersive the end product will be.

+1 vote     article: Quick Battle Progress
Kill3rCat
Kill3rCat Jun 7 2014, 5:31pm says:

Why is he so worried? xD

+1 vote     media: Klingon Officer render
Kill3rCat
Kill3rCat Jun 7 2014, 5:17pm says:

Looking forward to it. I was about to make a negative comment until I actually read the description.

+1 vote     media: Ingame Interiors
Kill3rCat
Kill3rCat Jun 7 2014, 4:56pm says:

Desktop/screensaver alert!

+1 vote     media: QBUI Introduction
Kill3rCat
Kill3rCat Jun 7 2014, 4:53pm says:

Beautiful. Very LCARS, feels like the UI belongs in the Star Trek universe.

I know I mention LCARS in every single comment I make on UI, and that is because I am a judgemental git. No, really, that's why. But it's also because making a smooth, intuitive and immersive UI is going to be important.

+1 vote     media: QBUI Progress
Kill3rCat
Kill3rCat Jun 7 2014, 4:49pm says:

Looks amazing, but I hope you make the interface feel more like standard LCARS. Styled more like this: Wallsave.com (random image I found on Google, but right style).

+1 vote     media: Ingame
Kill3rCat
Kill3rCat Jun 7 2014, 4:39pm replied:

Good question, I'd like an answer as well.

+1 vote     media: Deferred Lighting
Kill3rCat
Kill3rCat Jun 7 2014, 4:38pm says:

Instead of having this GUI or outline, you could have a similar interface to this shown through an LCARS interface, with appropriate labelling and animation.

+1 vote     media: Ship Systems Overview Display
Kill3rCat
Kill3rCat Jun 7 2014, 4:32pm says:

Very nice, although I think it'd give more of a cinematic effect and be more visually pleasing if torpedoes only 'exploded' if they made contact with the hull, instead having perhaps a flash of light and the shield bubble when they hit shields?

Additionally, this would make the torps feel 'weaker' if they only hit shields, and this is mostly in keeping with ST lore, as torps are usually considered devastating if they hit the hull (more effective than phasers) but less effective if they hit shields (less effective than phasers). In short, phasers for shields, torps for hull.

I DO REALISE that in the description, it was stated that 'the weapons, shields and explosion effects are placeholder'.

+1 vote     media: Weapons Demonstration
Kill3rCat
Kill3rCat Jun 7 2014, 4:08pm says:

Seems that the escape pods are modelled into the hull, so I am guessing abandoning ship is not an option.

+1 vote     media: Steamrunner Class
Kill3rCat
Kill3rCat Jun 7 2014, 3:54pm says:

I wasn't so bothered by the voice. The only problem I had with that video was that the buttons did not look particularly LCARS.

+1 vote     media: Excalibur | User Interface Walkthrough
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