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No doubt they will!
We look forward to talking - and we appreciate your support :)
It is true - the Kick Starter promotion ends in roughly 5 hours. It was a huge 30 day event. While the KickStarter rewards were specific to the Kick Starter promotion - our normal donation system will be going back online (uses PayPal) once Kick Starter ends.
We will offer other incentives in the future and are always happy to talk one on one and work directly with you to gauge some package and reward ideas.
If you would like to talk, feel free to email personally at:
Sounds like a good time to me, no? :P
While the visuals are better (already) at this point, we still have many months of development to get it on par with where we want.
And just overall sandbox elements.
"the only connection left to Halo will be that it is a FPS-- hard to diverge from that connection :)"
I SHALL FIND A WAY! :P
I know what you mean. We used a circle-space for the Source Multiplayer Beta.
Much of what you see here is VERY early. We just wanted to say happy holidays ;)
Free DLC, Multiple Modes of Co-Op, Mechs, Dinosaurs, Faster-paced gameplay, and better graphics than Halo for $14.99 - shouldn't be too painful for most people.
The actual "environment" is exactly the same - as is the animations.
This was simply a re-shoot in a manner that we were more comfortable with. We weren't to happy with the overall quality / presentation of the original one and took it upon ourselves to clean it up and release a more "proper" version of it and have this one circle around the net instead ;)
I should probably clear this up a bit. This is simply a partnership in the sense that they are aiding us with lining up additional investors, global relations around the world, as well as providing us (the company) with free tools and software.
No ownership, not a publishing deal - don't worry about that - I'll be holding on to The ORION game series VERY tightly ;)
This is a bit different as those are simply visual layers that poorly allow the 3D experience.
We are using the tools, technology and private technology alongside NVIDIA to develop the PC version of Prelude with 3D from the ground up.
Also, 'ORION: Prelude' is not using the Source engine - it is using UE3.
We are posting updates on both the ORION: Source Multiplayer Beta page AND the ORION: Prelude page because we consider this to be the "Transition Period". Within the next month or two we will ONLY be posting all ORION: Prelude updates on it's personal page, located at:
Back in the day a fan made lockout for us and wanted us to use it. We ended up dropping it obviously due to the halo out-lash.
No comment on the future, however ;)
You're getting it and more with ORION: Prelude.
More game modes?
Win all around.
Not to mention we just announced all DLC for ORION: Prelude will be FREE on all platforms!
Only took 10 years ;)
I've only seen the original movie. Not my style. Not the way I like my Sci Fi delivered.
Once we start talking about things like Primer, District 9, and so forth - then we are talking about impressive Sci Fi.
Never seen Stargate.
The new re-design for the helmet for the Human (assault) class was heavily influenced and inspired by the likes of Boba Fett and Optimus Prime
We will be revealing what this image means on Wednesday, August 11th, 2010.
Mystery days still isn't over, we still have Tuesday.
Zombies have been out for a while.
It's the vampire phase right now, who didn't tell you?
The .exe's themselves are fine. The data sizes on the ModDB links were fine as well, not sure how they were corrupt. Will be fixed by Noon.
I've stated the uploads to the moddb are corrupt - please use a different mirror while I re-upload to ModDB.
We will have 1 or 2 London ones I believe.
We are looking for additional people to host servers - so if you know anyone, tell them!
Sort of actually, yes :P
It was to work like this:
5 Betas, two patches per beta.
What this means:
Beta 1.0 = FilePlanet / IGN Closed Beta (week long exclusive)
Beta 1.1 = that same beta, but with 40 game fixes and 2 new maps (however, this beta also featured that horrendous crash bug)
Beta 1.2 = 60 game play fixes and tweaks, 4 brand new maps, new grenade model, updated flag model, brand new special effects, completely updated weapons system & mechanics and tons more
Beta 2.0 = Alien weapons added, Jetpack effects, new game mode, 5 new maps, etc etc
etc etc. Each beta had two planned patches because we figured that was enough to clean up any mistakes or bugs that would arise - we would get most with the first patch, and whatever was left we would boot out with the second patch.
This is of course changing (the release pattern) and you guys are going to be hearing some awesome new details about that in the next few weeks!
You better be coming this Sunday :)
We're nearly done with the build - will be making new install files, upgrade patch, and server files shortly and sending out.
Get ready for the Release Party tomorrow via our SteamGroup:
Hey guys, just got back to my PC!
Thanks for the kind words.
And yes, this first public beta will be a Core / Foundation of the game.
We will be spending most of 2010 adding new content. We have 3 planned Content Updates. The first (smaller one - two game modes (DM & Team DM) as well as 4 maps is planned to release shortly after the first beta (this year).
We plan to release all of the Alien (Altair) content shortly after the first release and hopefully in the first content update.
The 2nd Content Update is planned to release around May of 2010. This update will include 1 new game mode (Vital) as well as 7 new maps. 5 of them will be for VItal. 2 for CTF / DM / Team DM. This will also include two new classes, several new weapons, the premeir of our drivable vehicles and more!
This update will also include plenty of visual touch ups (Something that WON'T be in the first release). This includes shield depletion effects, jetpack effects, custom explosions and particles, all of the HL2 related content REMOVED and REPLACED with all custom content.
The 3rd content update which we haven't talked about yet, is planned for the Fall of 2010. At this point, in Fall 2010, I can say "this is the game I've envisioned in completed form".
So take that as you will regarding the first release and what to expect.
We just got tw programmers and things are on track. Jack is also back. This might also help push future releases out sooner!
We were using 2048x2048 for a while, but the file size just became out of this world, as we have about 30-40 level textures per level.
So yes, these are down to 1024x1024 again, but it still looks great!
Thanks for the kind words everyone!
HellSpike, its as simple as this.
You are no longer the author of this rifle. You are one of them, yes. And years ago, both when you joined the forums and signed up and received developer access, and through a verbal agreement between you and my self, any work made for the game was for the game. Period. Authors of the work will be fully credited, and here's the authors of the FNC-30.
dec_is_ruler - recompiling, decompiling, full weapon edits, muzzle flashes, other bones and attachments
Gabe - animator
ET: Model reconstruction
And various other authors that brought down the poly count and removed that otherwise confrontation and questionable modeled statement inside the model.
So. You're options - Either contact all of those developers and have every single one of them tell me they don't want that weapon included. Or take me to court and otherwise have your name in the credits.
This is the last I'll be responding to you, as I have very little respect for you, and I do not wish to see you on this page again.
A.) You're models were built far too sloppy and couldn't be used.
B.) We had to re-design most guns and re-model them.
You may contact Dec and Peder (as well as Werd (texture artist) for more information.
When you play it, you'll notice a completely different game. It's more like Call of Duty (gameplay) than anything (Mixed with a bit of Tribes).
The only thing that's really 'Halo-ish' anymore is the 'world'. This is mostly because we are both outdoor games.
We have things such as sprint, jetpacks, iron sight views, movement-based accuracy, selectable weapon fire modes, 3 distinct classes.
We'll try and focus on this via our game play trailer that we will release in the next couple of weeks.
Please note that some of the features, such as those coop modes, dinosaurs and the other set of weapons are being added regularly AFTER the first release.
We will be updating the game on a regular basis keeping it fresh with new content.
This will include the additions of new weapons, maps, game modes, and even game features.
However, yes, it is either 16 or 17 weapons that are in on the first release among a bunch of other awesome foundation features!
Can't wait to frag!
this is a walk animation, there is nothing related to prey for this animation.
We will for a run.. this is tied to the "walk" cycle.
The run will be more sporadic in terms of movement regarding the body shift.. this is a 'controlled' tactical walk, very little movement as their main focus is on whats ahead of them.
Our composer Ben. He's created an entire sound track to date.
at one point we looked into doing it.. I got frustrated at how it was turning out and didnt try since then.. but I love Republic Commando (that game in there pictures) and I love the "in-helment HUD" element so releasing that in a future content is not out of the question but also not confirmed.
It was a custom sound track made for our game, its a 'remix' of this other song. I'll upload it when I get to the office, I'm on my way to work right now.
ThatTrunkMonkey- those are just some old weapons we had for the game before we went ahead and re-designed all the weapons due to community feedback.
We've since scrapped all modern weapons (m4a1's, mp5's) and so forth and redesigned new futuristic weapons for the humans.
We're actually using those older models in our other game currently not announced though, so they wont be fully wasted =)
Warthog is a vehicle in Incoming and Incoming Source.
Credit goes to bungie, obviously.
We have outfitted the vehicle with a unique weapon, twin .50 cals.
It was in the first Incoming, named the Talon.. and its back for Incoming Source called the Gladiator.
This is a brand new developer map. It is actually based on the very first environment we ever made for Prelude when we initially started. It was originally this scene:
Quite the change, huh? :)
However, funny that you say that. I am currently modifying the EuroGamer scene to be a fully playable game level as we speak...
There are 6 vehicles for Prelude. We've only shown one in motion. You can check some old concept art to possibly find more ;)
*NOTE - Weapon & Arms are placeholders from the Source Multipalyer Beta.
Well then it sounds like it just simply comes down to personal opinion.
However, to us developers, and to all of our fans, the premise of having the interactive playability of mechs, dinosaurs, multipassenger vehicles, large open (and some of the most highly detailed) environments, interactive and objective based game modes, a cinematic coop that fills in the space for the lack of a campaign, with exclusively designed missions and over 30 weapons sounds like a great purchase for an extremely low price.
Perhaps when we release more content relating to the actual game, we'll be able to grab you.
This isn't a mod.
And we need to eat ;)
Yes - but only a few dimes and nickels.
Oh now I remember what you are talking about. Yeah, you had us deleting quite a few things from the history of the internet... punk :P
I don't think I gave you bad karma :P
That's not to say I didn't create a voodoo doll of you and started putting pins in, however :P
Actually, we are doing our best to charge you guys a 1/4th ;)
There will not be any armor customization. We've spent a lot of time fine-tuning weapon load outs for each class in the game. We are also putting a larger emphasis on personality and identiy between each of the classes in the game. Think of it more like Team Fortress 2. In that same regard, I wouldn't put it out of the question for silly server-side accessories for things such as Hats and what not.
Don't worry, we won't charge you double ;)
Absolutely. We are big on "couch gaming". We old farts grew up on it :P
Right now we are confirmed for 2 player split screen and are working towards 4. We shall see...
It's very early pre-alpha technology - what else do you want to hear?
I was going to say, your name looked familiar ;)
We appreciate you taking the time to sign up - we hope to see you there!
03. We are going to be showing other environments soon. They will have a distinct look and feel, which you can seem from a bit of the older media :)
04. While we most certianly appreciate the vote for IOTY, we believe other games are much better contenders for this year. We are still early on and won't be able to push for it and are looking to come out strong next year - which is currently already fully planned and looking crazy good for you guys (which you will be seeing soon).
In fact, I am personally voting the modding award for Pirates, Vikings and Knights 2 (for Half-Life 2). I love that mod.
02. By dinosaur interacton, we mean a wide variety of them. Most games, as you said, simply know they can attack you and are nothing more when compared to the enemy / grunt A.I. There hasn't been a good dinsoaur game yet, and as a gamer, that is annoying. We are here to remedy this.
In a real life circumstance (if it were possible), a dinosaur wouldn't interact the same way with a human / player as he would a mech or vehicle for example. The same goes for other dinosaurs, the environment and structures. We are currently in the midst of creating a system that allows for these interactive interactions to change on the fly governed by an 'Open World' director that allows them to interchange simultaneously - all while navigating the world and being familiar with things such as food, water source for drinking - and a wide variety of other instances. This is all coupled with other independent systems such as the "Behavior" system as well as the "Aggregation" system - which control the anger levels.
So far we have announced the T-Rex officially. But as the concept art suggests, there seem to be others that will make it in. Our system allows for easy and fast integration for various dinosaur types and levels of interaction - something that we are going to demonstrate down the road in developer documentaries. The system is very intense :)
The maps are extremely large. We are going to be covering this in the coming weeks when we are able to show segments of the current game build that is being passed around developer doors. If you played the Source Beta, you'd notice the maps were on the larger (and more detailed) side. Now that we are finally getting the opportunity to add mechanics and features that we really want (dinosaurs and vehicles) - they have gotten even larger. If you watch the Director's Cut, this was an actual environment that is completely playable:
We appreciate all of your input.
To answer your questions in order, I've numbered them:
01 - Yes, 'ORION: Prelude' is going to be multiplayer only. 'ORION: Prelude' is directly linked to another game in our studios pipeline, which is 'ORION 1', the first part of a trilogy.
We are using ORION: Prelude as an "entry" game. It is still a very much-complete game, but it allows us to focus on the multipalyer / competitive side of the experience which we are very comfortable with, make the game for less - as well as sell it for less. Following this we've announced free DLC to follow afterwards to show our companies policy to alot of important questions / circumstances that are happening in the industry lately. We've also announced that we are going to support a developer SDK based on our title for the PC as well as 3D Vision playback and dedicated servers.
That being said, however, we announced a third game made at London's EuroGamer convention - which is cinematic Co-oP. This will sort of act as a substitute for the lacking single-player / campaign in Prelude. This mode will feature specific missions designed for 4 players and will be objective / mission oriented. These will not be multiplayer maps where you simply fight of hordes of enemies - but actual missions and cinematics for a shared experience.
I think I know what happened. You were posting those comments on the Source Multiplayer Beta page, located here for example:
See, we weren't deleting them ;)
We haven't released pricing details yet. That'll be coming around the corner in 2011.
With each bit of change, you're always going to have some sort of division in terms of community reaction.
However, that being said - releasing free DLC / packs that allow the player to sub in older versions of characters is something that is not entirely out of the picture or out of the question :)
Lucky for you,
-We just announced the re-design for the humans.
-The T-Rex was a placeholder model.
-The animations in the technology demonstration were built simply for that. We have a brand new animator doing all in-game animations.
Oh it's more than that!
Not only do you have the two teams and the dinosaurs, but you have various levels of interaction that the dinosaurs are capable of. A dinosaur would not interact the same way towards a vehicle as he would a player, for example - and we have systems in place that allow for that type of diversity.
On top of this, you have 3 key game modes. You have the competitive-natured game mode, which is our take on the classic game mode, CTF. This is called "Lockdown CTF" and takes our spin on it.
Then you have the all-on-war game mode called VITAL. This is a dynamic and interactive game-mode that has constantly changing objectives and interactive elements.
Then you have the Cinematic Co-Op that supports 4 players. These feature specifically built missions that feature a variety of objectives and give a tip of our hat towards a Single-player-type experience but for 4 players.
Then of course you have the vehicles, the mechs, the abilities like Jetpacks and some of the coolest graphics ever.
We are glad to have grabbed your attention! Make sure to keep your eyes peeled on our new Spiral Community (www.spiralforums.com). In the next couple of months we will be handing out Beta invites there FIRST!
This is a generic related post.
Stop being so depressed in life.
The Source Multiplayer Beta does not have bots.
Our new product, 'ORION: Prelude' WILL have bots ;)
Xbox Live Arcade is currently one of the scheduled release platforms, yes.
We are sorry you feel that way.
However, we most certainly did attempt to put it into the modding community.
Not only did we:
A.) Create SDK's with our files, game modes and assets to support a third party community
B.) Created tutorials and help files to help make jumping into the game easier
C.) Had weekly developer play dates for gamers to interact with us
among many other things.
The reason for "nobody playing it" comes back to the engine bugs, including the random bug of it not appearing in the Steams library for some users, game servers not appeariang unless the player "un-checked" the "Show Map List" option among many other things relating to the engine it self, something we couldn't modify.
This also came into play due to Valve / Steam not even posting a simple news update relating to our title being released. I had emailed them making them aware, as they do it with most mods, but it ended to no avail.
What killed it in the end was not only the lack of attention towards the Source SDK from Valve Software, but also not being able to participate in Steam Works where it would have been easier to update the game, implement fixes and use Valve to help fix a few engine bugs that were plaguing the game.
In the end, we were left to choose between the two, a source engine modification that was seemingly impossible to fix without additional help (which we weren't receiving) - or to finally launch the brand new game company and an amazing new game using brand new technology allowing us to put in the features we wanted most - dinosaurs and vehicles.
So to put it shortly - I have no idea what you are talking about.
Do not fret!
They will splash water. The particle effect just wasn't able to make it in on time. It is done now however!
We are focused on the game build now as we want to demo that off as shortly as possible (it is looking great!)
Probably my only complaint towards KickStarter - however it is not there fault.
Right now, Amazon Business is the only e-pay site that allows KickStarter to do "pledges" - where you pledge an amount and it doesn't take it out of your account until the very end.
However, once KickStarter is over our normal donation system will be back online - and it uses PayPal.
Also, make sure to go read the preview of ORION: Prelude by Multiplayer.it - one of Italy's biggest game websites:
Hey man! We just noticed that :)
Thanks for the heads up!
Only certain ones are.
We are looking to change this in the earlier half of 2011. Check out www.spiralgamestudios.com for more information and updates about that.
No worries about that. We simply wanted to re shoot the actual trailer. We have a brand new animator working on the in-game animations which you guys will get to see in the next few months when we are allowed to show you ;)
The in-game animations will be much cleaner than the ones presented here.
We will make sure it's as painless as possible ;)
They really do need to mainstream it to fully encompass the market - Agreed.
3D gaming & Digital Distribution are looking like key players in the next generation of consoles (which is still quite a few years off).
ORION: Prelude is scheduled for release on PC, Xbox Live Arcade and Playstation Network (Digital download title).
Yeah - I am actually having a VERY hard time uploading to ModDB as well (IndieDB has been fine).
It literally took me 20 attempts to upload this video until it worked. Still trying to upload a 2nd video (First Person tour of PAX - at least part of it!).
All 5 of these images are 100% in-engine and real-time.
We cannot wait for PAX :)
Hope to see you there, man ;)
3 other developers will be with me.
They take gameplay mechanics, we take wheels. Fair deal.
We don't comment on rumors or speculation.
/end classic corporate remark
Not only will they spring back to life, they'll stay sprung now ;)
As far as all of our testers - it is!
Yes, the Alien hands are complete as are some of there weapons. . We posted a picture of the Alien hands and SMG a few years back from an earlier developer prototype:
The Alien content will be seen in a future release of Orion.
That's the Carrier 'Assault' class.
Perhaps a bit of both ;)
It's currently being fixed.
I've had enough of this web host... don't use Webmasters.com
That's actually a place holder, borrowed from NeoTokyo :-x
Don't worry, ours will be equally as awesome :)
Please note, not sure if the flag is visible (glowy orb), that's a placeholder as well!
That machine on the left is a remote mine driller. This environment takes place deep underground in a large cavern like area. The humans used tools such as Heavy Drill Miners and Remote Drill Miners (doesn't require someone to operate).
This is an area they had dug into and set up an outpost. On the side of the remote mine driller are units for restoring health and shield systems.
Oh that command menu only appears when you toggle the radio menu (same as CSS) and is only visible for a matter of a few seconds (until you hit a corresponding key)
Yes, absolutely. You can definitely crouch in some areas and be hidden in the grass.
During testing, I use this a lot when I am a sniper. Stay near my own base and get behind a nice patch of grass and just stay zoomed in on an area for people to enter and just take them out. Very effective.
haha guys, please dont take this image seriously. This was the first image ever of Incoming Source back in 2005... it was taken the day we got the first player model in game.
At this point we had no maps (yes this is Crossfire) and no HUD or weapons ingame or anything.. and one of our programmers gave him a lightsaber.
This image is nothing more than for comedy. None of this is used in the actual game that you will be playing.
Please respond =(
we miss you.