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One of my fave comments! Thanks!
We are releasing on Steam today.
Smartphone / iPad is difficult but we're looking into it - the interface is actually the opposite of what works well on those platforms.
Thanks everyone! Game of the Year, eh? We'll see!
What do you mean by this, sir? Out with it. The game is available on Steam! <does a wheelie in his chariot and zooms away>
Thanks for the support guys - it's helped us get this done. Also, we're happy to be on Desura and many thanks to the team here who did a great job helping us get it sorted out.
Thanks very much!
Existing soundtrack pack will be updated soon, and the standalone soundtrack product will be available after launch.
Don't completely understand your comment I'm afraid, but the sale is still running.
You just put the coupon code in the field that says "Update Coupon". If you have any trouble then mail me - firstname.lastname@example.org
FS really was created with a different philosophy in mind - it's not a game where units have millions of functions and upgades - it's a purer sort of game where units are more like the cards you're dealt in a hand, or chess pieces that have one function.
So, sorry if that means it's not for you! We've had almost exclusively positive feedback from everyone who's purchased the beta so far, though, so you may still want to give it a try.
Hey - I have fixed a few typos recently but let me know if you can remember where they were.
Hey - thanks for this. We do actually have this functionality but we just couldn't get it sorted properly in time - you will probably see this get used in an update at some point, though.
Hey, just email me at email@example.com and I'll sort you out.
You can set up games with a very large turn limit if you want using the advanced options. Glad you like the game!
Hi - glad you like the game! Extermination does end after you kill every enemy AND also after 5 turns...
I guess what you're asking is, "Will there be a game mode which has no turn limit?" I think it would be interesting at some point to allow people to have more options for "custom games" - defintely something I will discuss with everyone when we start looking at additional content, but at the moment the current game modes won't change from beta to full release. We've had these modes for a while and we're basically happy with them.
We've got no plans to do that currently but it's something we'll look into after release, certainly. PC and Mac versions will hopefully be out together though.
Thanks! Nope, all the music is original.
In SP, the AI isn't *that* advanced but you could certainly end up in a situation which is analogous to this. Using suppressing fire / distraction like this is definitely valid, though I would say it probably applies more to MP.
Having said that, it's certainly possible to "fake out" the AI at times with tactics not too dissimilar from this.
I don't want you to get the wrong impression of the game - it's not a hardcore 100% realistic tactical simulator - its a tactical *game* that has its own ruleset.
I'm not sure what you mean by this...units don't move anywhere you don't tell them to move! It's not an RTS.
In terms of the AI - it tries to use cover intelligently - it's largely based around trying to anticipate where you will move YOUR units; essentially it behaves similarly to a human player, rather than trying to emulate particular tactical philosophies.
Afraid even pre-order customers have to pay...we still love you, though!
Drawing_with_Rubber - the FS soundtrack is available with the Premium pre-order from www.frozensynapse.com
Cheers for all the nice comments.
Thanks! It's a pun on "no carrier" and yes...carrier rushing, something that is never a good idea...unless you're HongunPrime...
Thanks - hope you like the game.
The media is exaggerating the whole EVERYTHING situation.
We'll look at furthering our distribution arrangements once the game is done.
Cheers - glad you found it! Yep, if you're a Premium pre-order customer then just re-download the music pack from the original link you were sent when you purchased the game.
Thanks for that - yeah I have considered both of those but they're a tad expensive.
As I'm using it as a layer, it's something I'd only expect other producers to pick up. I've heard *horrible* orchestral patches in pretty mainstream soundtracks so aiming slightly above that level is all I really cared about. But yeah, if I have time I might try some swapping out.
Thanks! Any brass library tips? I'm slightly of the opinion I should swap out that particular sound anyway.
Cheers for this - very encouraging.
Menus are very high priority - I'm completely committed to getting that right. I class the menu flow we have right now as "pretty terrible", just to give you an idea of how much I expect it to improve by release.
I think the only really negative thing that can happen is that people assume that all indie games are as successful (or have the potential to be) and stop supporting them. There's no way we'd ever have got Frozen Synapse off the ground without our current community and key members of the gaming press getting behind us; it's important to support indie games you care about.
Cool. Yeah, I spent a long time thinking about it and it really does seem to be the best system.
Nope, that's gone I'm afraid - it was truly appalling to use, so we replaced it with a more normal menu.
Thanks mate! Much appreciated.
That's much appreciated - thank you.
We'll keep doing everything possible, don't worry!
Yes we are!
Heh, we just use the rockets in the videos a lot as they're the most dramatic unit!
Rockets only explode if they hit terrain, so you have to strategically place them. They're only one element of the mix of units - there isn't really rocket spamming per se, it's not really that sort of game.
A good player can *easily* beat a weaker opponent who has more rocket launchers than him - it's all about how you use your units.
Sorry Lewis! I did actually mean to mention you, I am a bad person. Spankings.
OK, everyone go to Resolution right now - do it RIGHT NOW. Then come back and pre-order!
To clarify: you and a friend get a beta key. On release, BOTH you AND your friend get the full version of the game. Two for one!
I think you've misunderstood a bit actually.
You click to select a point on your plan; the aim handle appears next to the "I've selected this point" indicator. You then click and DRAG the aim handle in the correct direction - it's very hard to do this by mistake.
This is one of the reasons I don't talk about gameplay stuff on here - much better conveyed by actually DOING it!
We've been playing a lot with this today - it's A LOT better than the previous aim order system, so we're sticking with it. It'll go into the beta and we'll test it.
Hi - yeah, flickering lighting is something we are currently looking into. As I said above, this is actually a very old art setup without proper backgrounds, lighting, characters...animation...it's old! New vid up soon.
Cheers mate - good to see you around a lot on here.
Thank you - yep, we like that debris effect and Matt's been working hard on those explosions.
At the moment, this mode works with the enemies just essentially trying to kill you using their normal AI. All about the positioning of them really.
Thanks - yeah this is starting to go in the right direction.
Yeah the puzzle mode is really good. Needs some AI work (and some easier levels - it's BLOODY hard!) at the moment but it's really playble.
Glad you like the graphics!
Hopefully I can reveal some more stuff soon...
Thanks for doing this interview with us! Happy to answer any questions people have if you post them on our ModDB page over here - Moddb.com
Thanks - we really hope it'll be out later this year, and that we'll be able to get pre-orders open soon so people can play the beta.
Yep, I'm sure you'll be able to turn it off.
Yeah, it hangs around for a while after you make a kill, so you can figure out exactly why you won (or lost)...I really like it.
I really like how this looks! Almost like a hyper-crazy naive-art-style original Duke Nukem, which can only be a good thing. Good luck with it!
Cheers - I wanted something a little bit different for this effect - I also wanted it to be very clear exactly where you're being shot from. It'll take a bit of time to get this effect right but I think it's important.
Well, we're still working on it! I want it to be special! My hopes are dashed!
Thanks! It's nice to get some attention from a big site.
You do indeed count!
Glad you like it!
Ha ha, I wanted these to be as over-the-top as possible, and yes they do look a bit bizarre all together! Matt's working on implementing them now, so they should be in the game after the weekend.
Yep, it is a 3D model, just viewed from the top. Don't ask me about poly counts - I'll cry! I will!
Yeah we like to try and keep people informed - it's the least we can do for all the support we've been getting.
Glad you're looking forward to it. We're not accepting new closed beta applicants right now, but I can tell you that we're actively looking into a pre-order where you'll be able to get the beta immediately.
We're super busy with tidying up the game ready for our press previews, but I want to get this ready as soon as possible.
Ha ha, don't worry it'll be toned down for the final version.
Yeah, a lot of people have told us that this is a genre they think needs some new blood! Cheers.
Yep, nice to see it growing!
Well, put it this way, I don't want to run around the office and scream, "NOBODY MUST EVER SEE THIS!" any more!
Cheers! We would love this game to be on Steam - we haven't submitted a build to Valve yet. There's a thread on the Steam forums about the game, though, if you want to join in - if a lot of people on there are talking about it, we think that'll bode well for our submission...http://forums.steampowered.com/forums/showthread.php?t=1121963
There are a lot of tactics involved!
ModDB's video compression algorithm seems a bit unhappy with this vid - anyone know about anything we can do to get better quality (the original was fairly high quality)...
It's REALLY amazing.
Nope, nope, nope! Good try though!
There will definitely be a level editor - that isn't it, though!
HORSIES ARE WIKKID!!!!
Thanks for these - really appreciate getting your opinion.
Glass: yeah, I can understand why you've reacted so strongly to that. I think it just needs to be a bit more subtle at the moment - it might be a bit "too much" when we have the more complex stuff in the background, as well, so I'll keep an eye on that.
Too saturated...I know what you mean - it looked a lot darker before. I'm actually confident that this problem is just a lighting issue - these new concepts are lit intentionally very "flat" so we can really see what's going on - there will be more contrast eventually, and we'll retain a darker tone in general, so I'm not too concerned about that. I'd say "wait and see" on this one.
Hopefully Johan will have some new stuff for me soon - this will really kick off in January, but these were just his initial ideas to give him the right direction to work in.
Thanks man - appreciate it.
Banana Pocky is really not a thing of beauty or pleasure, it has to be said. Creative criticism is always welcome - thanks man!
Yep, this is just a tiny aesthetic effect. Silverfisk, I definitely want to have animated stuff in there - too much is distracting and annoying though, so it's about getting the balance right.
It's really different when you're looking at the game abstractly in a vid, and when you're trying to concentrate on making a plan - you don't want too much whizzy stuff going on. There's already a bit of DISSENT in the ranks about the floor snakes. I think we just need slightly less floor snakes that pop up now and again, as well as a couple of other effects.
These kind of things are late-stage stuff really - Matt just threw this in now as a little test.
Don't worry, spammers fall under the legal definition of "naughty people" - we will respect your email!
Yeah we are considering making boxes 3D at some point - good plan!
Thank you! Ian, our lead designer, has worked incredibly hard on the gameplay and we're still working on refining things.
Awesome - thanks guys. Yeah, it's a simple feature in some ways but MASSIVELY exciting.
Ha ha - it's a bit miniscule on that video isn't it? It's there at 0:05. Hmm, looks like I'll need to make another one. It should be much more obvious when it's a bit larger! I also want to get some system for making blood splatter the walls correctly...I'm sure our artist will love me for that one.
Hi Saanik - cheers for the comment. Yeah, we'll see how well this fits for the menu...
Very interesting stuff - thanks guys!
Herr_Alien, you're right about bass and tension etc. I've always found it intriguing that the two sounds associated most with tension are low rumbling sub and a high single string - two extreme frequency domains. I was aiming for something slightly more lyrical for this track.
If there's one thing any musician should understand, it's that the distribution of people who like a particular track is basically random! I'm really happy that you guys are discussing the music in such an in-depth way.
I don't think A Functioning God really lives up to its potential at the moment - I think I will definitely try and record a version that I think is more complete.
We're struggling with music at the moment - stuff for menus is ok, but it's hard to find things that will work to accompany gameplay. I'll be working on this soon.
Cheers! The new track I'm working on is much, much better - I'm looking forward to letting everyone hear that one.
Yeah, I know what you mean. If you look at the concept (http://www.frozensynapse.com/) you can see that we do have those background walls there, but they're more subtle. I'm going to try and get it to approach that - more blurry and indistinct in the background, with some other shapes and also a bit of an overlay that makes the top "floor" more visible. If that doesn't work then we'll re-concept and try a different background style, which will be a pain, but you gotta do these things...
Thanks mate - yep it's starting to get somewhere now.
I'm chatting to our designer about trying to integrate shadows with the existing "cover" system we have. We'll see.
It will be carbohydratey.
Heh, there will be *so many* explosion videos if we get it looking the way I want - don't worry!
Thanks guys. Still mortified this isn't on the front page - I've resubmitted a couple of times but no reply :-(
I will aim directly for the inclusion of dog next time around.
I aim for both brilliance and futility.
Thanks for the *tracking*!
Yep, I don't drive so I end up in a lot of strange places.
Yeah it's surprising how much of a difference they make. A good call by our concept artist on that one...
Yeah I'm interested to see how Assassination in particular turns out...
The menu's not context-sensitive, per se, it just has four categories of options on it.
Synapse is really about prioritizing where your units are aiming, then choosing how and where they're moving. So you don't tend to select an enemy and say "attack this guy", although you can do that, it's more about saying to your units "face this way, then crouch down and walk through this door".
Our technical artist just told me that the menu is operational now, which is awesome, and I'm going to be checking it out next week. It's massively important to me that using the menu is simple and makes sense, and I'm going to be bashing my head against that problem soon! I love this design and I hope it's going to be functionally ok...erp!