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Didn't know the background cold be changed. Looks good.
Follow us on Twitter @SubvertGame
Good, we're made some tech changes, but it's progressing nicely.
Thor > X-Men
It's RTS down to the core.
I never did play Jagged Alliance, but it looks like Commandos, which is a game that I've drawn inspiration from.
Hey, are you part of the LA Meetup? I can swear I remember seeing this elsewhere.
Looks fun! Following.
A follower on my page pointed your game out to me. It looks fantastic, keep it up!
Next, I'm going to change it to a puzzle game.
Seriously: We're not after the super-high quality graphics we were after before. It's just not something we have the resources to pursue.
With that said, we do want a good-looking game. But the fun factor is more important than the polish right now.
$15 bucks a pop. When Subvert 2 comes out, we'll sell you the old maps too.
I dunno, he got his *** beat in Batman begins.
Isn't red hood just like the vampires from twilight?
Just checked out Recruits (which looks great). It's definitely more like that than the other examples you asked about.
It's not like StarCraft and I haven't played DoW. You'll have to go back a few years to find an example that is close.
I think a mix of Commandos and the pre-planning parts of the original Rainbow 6 are better comparisons.
I understand your frustration. It was a tricky decision for us to make, guided by circumstances and advice from peers. I think that in the end, this course of action will be for the best.
Thank you. Much appreciated.
See my post on the main page. Also, there is a post awaiting for approval with more info (or you can read it now at www.subvertgame.com
This is, in fact, a new game.
I'd like to shed more light on what is going on: Garnering any real attention as a FPS is really, really hard. Yes, we have you guys, and we're extremely thankful that you've been following the project for this long. But on a bigger scale, it's hard to get noticed.
Now, that is not to say that we don't think we can make a unique and fun FPS, but as new developers, we need to make a splash--and the FPS genre is VERY crowded as it is.
To re-iterate. We have not given up on the FPS, but this is a more logical first step for DHB towards that goal.
We knew this might initially alienate some supporters. That is certainly not our intention, especially with those that have been following this project from the beginning.
We hope you'll see what we have to offer in the coming months and come around.
Of course, we would like to see the original (I use that word in this context, since the top-down version was actually the first prototype we made) through, we think this project is a better fit for our team as it is now. The original project is not dead. As I mention in an upcoming post (gotta love the manual approval process on mod DB), it is on hold.
In a way, this game is an extension of that project and eventually all the pieces will fit together.
I'll be posting smaller updates on my personal blog for anyone that is interested: Raybarrera.com
Let me add this: It is important that we recognize the community's importance as well because we will rely on them heavily in the coming months to help us spread the word.
A platform like this allows me to be more open, so I will be.
Feedback is very important to us. But as you mentioned, we do recognize comments are a vocal minority, so let me explain what I mean:
We are making the game we set out to make since day one. It's full of ideas and mechanics that we've put much thought into. We're not willing to compromise on the core tenets of the design. However, community feedback (not restricted to comments here; it also includes feedback from industry vets and friends and family) helps us gauge how far we can take the game in one go-around--and I'm really honest--how much people care.
As to the first part: Absolutely, we believe that. Our official seal of approval is when something makes us all say "THAT is ******* awesome." and makes us giggle like little boys.
So, the tag line is an accurate description of what we're doing. "A New Beginning."
The way I'd describe the new Subvert is "Leaner and Meaner".
All great points, guys and we appreciate your feed back.
We'll keep that in mind going forward.
As to your first comment: We're a small team, so it takes time to get a game up and running, but some playable stuff will be available soon, it's our main goal at the moment.
As you your question/second comment: We don't focus on what "makes us different". We're not trying to re-invent the wheel. Too often, games get side tracked on a quest to be unique for the sake of being unique and lose sight of what makes a game fun. In essence, all shooters are the same at their core -- you point and click. What we are doing is seeing in which ways we can make OUR game more like games that we like, without being a clone.
We don't only draw inspiration from other shooters, we often reference RPGs and RTSs when working on design elements.
In the end, we don't expect anyone to play the game and say "Wow! This has never been done before". We want people to say ":)" because they are too busy having fun playing against their friends. Hope that makes sense.
Live and learn.
Killer whales are very smart and deadly predators, especially when working packs...
You can see the logo on the Specialist uniform, it's a patch on his arm.
Check out the rest of Michael's work at Soundcloud.com
Loving the environments. Glad to see something other than the desert setting. I look forward to seeing your full take on frozen-over Paris
Granted, there is only one Shotgun base receiver, The SABre SG, but is equally customizable, with an added bonus: Special rounds. We'll talk a bit more on that once we finalize it.
I almost wanna say the creepin' Peter should be a recurring character.
I vote that we at least put him in as an Easter egg...
Thank you, thank you!