Seriously considering becoming a hermit, joined Sep 30, 2008

"Just the place for a Snark!"" the Bellman cried,/ As he landed his crew with care;/ Supporting each man on the top of the tide/ By a finger entwined in his hair.// "Just the place for a Snark! I have said it twice:/ That alone should encourage the crew./ Just the place for a Snark! I have said it thrice:/ What I tell you three times is true."//

Comment History  (0 - 30 of 821)
Orac| May 15 2015, 9:44am replied:

Ya caught me!

+1 vote   media: DM: A Tale of Two Cities (2)
Orac| May 15 2015, 8:32am says:

How are you making ascii look so good? How are you making 12x12 pixel blocks look so good?

You made some sort of Faustian bargain, didn't you? DIDN'T YOU?

...Because it totally paid off.

+3 votes   media: Destruction and Combat with new Tileset
Orac| May 15 2015, 8:21am says:

HOLY ****. Like, usually I wouldn't go for profanity and caps lock to voice my opinion, but the latest round of gifs are seriously good.

I haven't really played a roguelike of this old style since I sank hundreds upon hundreds of hours failing at Nethack. This revitalizes my love of this genre.

Like... in the mainstream, roguelikes have been being updated and reworked for current sensibilities by taking the ideology of the old school and applying it to new things. FTL for instance checks a bunch of roguelike boxes but is still a totally different beast. Permadeath, random generation, hard decisions and that high learning curve. It's a great game and probably my favourite to come from this permadeath resurgence.

This looks to checks all the same boxes, but it looks like it applies that ideology right back into the source genre? And with all the style and panache available. It's looks like everything I loved about old terminal rpgs, but what I imagined them to be rather than what they were. And I love that. The full gamut of colour and the incredible UI are wrinkling my brain with anticipation.

Goddamn I am psyched. Keep up the amazing work!

+2 votes   game: Cogmind
Orac| May 13 2015, 9:04pm replied:

Mine rails!

+3 votes   media: It's a freaking minitrain!
Orac| May 12 2015, 6:00pm replied:

Yeah but smaller infantry can so easily become blobs of indecipherable pixels. We had TI sized infantry for a while and it became a nightmare to do anything but mass them, which was detrimental to the flow of the game overall. Especially for GDI, whose infantry blend in pretty easily with the terrain and each-other.

Their size will probably be tweaked a little in the future, but for now I'd like to err on the side of functionality.

+1 vote   mod: C&C Tiberian Odyssey
Orac| May 10 2015, 11:06pm replied:


+1 vote   mod: C&C Tiberian Odyssey
Orac| May 9 2015, 8:19pm replied:

Testing is ongoing. The recent transition to using an external client has made online testing a lot easier though, so hopefully we can get a few more games going within the staff to really fine-tune balance.

+1 vote   mod: C&C Tiberian Odyssey
Orac| May 9 2015, 7:42pm replied:

Sure, what do you want to talk about?

+1 vote   mod: C&C Tiberian Odyssey
Orac| May 6 2015, 10:44pm replied:

That's a good question. I don't think we'll mess with the faction tech trees too much, but there is already a few light vehicles which GDI can acquire through captured tech (Forgotten Tanks and whatnot) and hover vehicles that Nod can acquire (Like the CABAL Hovertank). So clever placement of tech buildings could make these maps with treacherous terrain more interesting.

I think that making planning more key will be more of an issue for GDI than it will be for Nod, since Nod has a greater reliance already on deployable vehicles and stealth.

+1 vote   news: Weekly Bulletin 6/05/2015
Orac| May 3 2015, 8:01am says:

This is one lively RPG. I look forward to it!

+2 votes   news: The Living Dungeon
Orac| Apr 23 2015, 2:14am replied:

That'd be what the highpoly assets I've been making would be for ;)

+1 vote   news: Weekly Bulletin 19/04/2015
Orac| Apr 22 2015, 7:39pm replied:

Full scale TS style cutscenes are one of those really cool things that I'd love to do if I ever have the time or the energy, and have actually made a few props for (like this one: Dl.dropboxusercontent.com).

As it stands, it's likely that once we're settled on mission order we'll do some cutscenes like the ones Firestorm uses, since they're simpler to make (like this one: Youtube.com).

+1 vote   news: Weekly Bulletin 19/04/2015
Orac| Apr 20 2015, 5:20pm replied:

That's definitely the direction I'm going for. It's a case of tweaking and iterating until it's not only atmospherically interesting but also possible to stare at for tens of minutes at a time.

+2 votes   news: Weekly Bulletin 19/04/2015
Orac| Apr 12 2015, 7:35pm replied:

Oh wait, also the snow theatre.
It's all certainly coming together though.

+1 vote   news: Weekly Bulletin 12/04/2015
Orac| Apr 12 2015, 4:57pm replied:

If memory serves, it's a PC case.

+2 votes   media: A real life Mk. V Dreadnought
Orac| Apr 12 2015, 4:52pm replied:

AI, campaigns, and a few minor GDI and Nod buildings.

+1 vote   news: Weekly Bulletin 12/04/2015
Orac| Apr 12 2015, 6:31am replied:

The old VHM looks really out of place next to TO's assets, I think perhaps because of how heavily handpainted it is compared to the more purely 3D things we've added. The vanilla VHM exists in an odd limbo between handpainted and 3D asset.

This one still needs a bunch of work, especially in bulking up the volume and texture of the veins and blending them with the VHM's lips. Once that's done I'll blend it with the terrain by hand and potentially do a bit of a paint over to get it to match the ambient shading present on the terrain.

+2 votes   news: Weekly Bulletin 12/04/2015
Orac| Apr 9 2015, 6:19pm replied:

That would certainly be interesting.

+1 vote   news: Playtest 20150408
Orac| Apr 7 2015, 6:08pm says:

I still waiting for some nice bodyhorror servitors. The ones in the walkers are nice, but there just isn't a patch on the ol' gun-armed lobotomites.

+2 votes   media: Skitarii Rangers
Orac| Apr 4 2015, 2:04am replied:

Change is scary. :P

+1 vote   media: ... Ninja Update. :)
Orac| Apr 3 2015, 5:14pm replied:

Thanks! I'll see what I can put together.

+2 votes   news: Weekly Bulletin 3/04/2015
Orac| Apr 3 2015, 4:30pm replied:

If you'd like to supply some sign-worthy faux brands then I'll use them instead :)

+2 votes   news: Weekly Bulletin 3/04/2015
Orac| Apr 3 2015, 8:29am replied:

Theoretically it can work on any map, as long as everything is set up correctly by the level designer. Right now we haven't found a use for it, but theoretically the map can work out which faction you're playing as and use that information later on. Placing a base is only one use - it could be used to give each player reinforcements which match their faction some minutes into the game, or do anything else which requires the game to know which side you're playing as.

The uses are currently a little hard to quantify but will allow us more fine control as we shape these other gamemodes. When we want to push players to play more micro and unit focused we can give them a base straight off and cut out the early game base management.

+2 votes   news: Weekly Bulletin 3/04/2015
Orac| Apr 3 2015, 12:55am says:

Looking pretty cool, but all these shots have had very flat land. What can we expect for terrain complexity?

+2 votes   media: ... Ninja Update. :)
Orac| Apr 2 2015, 2:03am says:

I mean, this is most likely April Fools right? But still a pretty cool concept. I'd play it.

+2 votes   media: Getting help
Orac| Mar 29 2015, 7:32pm says:

The light at the top of the locked door is still green, which feels slightly out of place. But that is literally the only critique I have of this update. Everything looks/sounds fantastic!

+1 vote   news: Update 15: New animations, doors, and music
Orac| Mar 28 2015, 6:42am replied:

Always busy, my friend. Always busy. I do want to get back into the swing of weekly updates but for the last month or so most of the big changes have been very hard to quantify or screenshot, and I haven't really had the time or motivation. Morpher has been doing some really spiffing work though.

I'll see what I can do.

+4 votes   mod: C&C Tiberian Odyssey
Orac| Mar 24 2015, 6:39am says:

Mechanicus stuff! And borrowing from the weird and wacky steam/dieselpunk madness of some of WH40K's older style. I approve, but wonder how well it'll all blend with Forgeworld's line of stuff.

+1 vote   media: Skitarius
Orac| Mar 12 2015, 5:30pm says:

I feel like the Nid has the best upsides. The downside is just "everyone else dies and you have to hang out with your friends instead."

+1 vote   media: Pick your bestfriend/companion
Orac| Mar 9 2015, 6:12pm replied:

I've had a love-hate relationship with them. I think well constructed commando missions can be really memorable experiences, but poorly built ones are just annoying. There's nothing worse than moving a few too many tiles to the left, getting killed, and losing the mission. Or not knowing to go to some random spot and blow up the trucks for veterancy crates. That's just stupid. In every mission, I don't want there to be one single step by step method for winning - the S in RTS is for strategy, and people should be allowed to try their own. In general, I'm trying to design any non-base-building missions to have reasonably flexible requirements for failure, so that they're an exercise in shooting things instead of desperately trying not to get shot.

+4 votes   mod: C&C Tiberian Odyssey
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May 27, 2015
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