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If a mod decides to go the full 9 yards to fully get Steamworks in, Valve has been fairly OK with dumping them onto Steam.
Problem is Steamworks can be a hassle and a half to get in, and most good mods are going the indie route anyways to make money (or using Impulse from Stardock). Plus, most (i.e. all) of the mods they've let through are Steamworks standalone games that are free and use the Source Engine.
That being said, I have several mods that I launch through Steam.
Major games like CoD probably won't be sold in the near future.
However, Desura aims to be an epic platform for mods and indie games. So, it will locate what you already have installed and give you a portal to load up all your mods and indie games.
And buy indie games of course.
Maybe something to add would be a way to seed initial rooms. That way you could do something like force a two-base look, or sprawling rooms from the center and both teams start on the outside, using clever initial boxes.
Whoa. Sounds awesome.
I hope you guys figured out the physics right. I hear Source is notorious for making vehicle physics a living hell from the Empires guys.
One major comment/correction: The massive number of barbs, especially high powered ones, in the beginning of the game is intentional. In case you didn't notice, Settlers also cost way more hammers. Coupled with barbs that will kick your basic warriors over unless they are fortified mean expansion is slower and with good reason. You are emerging in a violently hostile world where barbs can and WILL kill you if you try to expand too quickly. Personally, I see this as a feature.
Overall, and nice overview, but due to the incredible depth of FFH2 (I'm still learning) I can see why you've missed some of the details.
Because the pistol is big, bulky, and spews giant death bullets. The rifle decided it wanted to spray moar bullets.
The Dev team doesn't frequent ModDB. Issues should be posted on the GetSatisfaction site or the Forums.
Nope, custom engine. =]
Sorry to hear that, but keep in mind it's an engine stability test, not a performance test.
We're hoping that the final product will be much more optimized. Making your own engine is hard work!
go to the forums and poke around to see if someone knows what happened.
Actually, they have said that there will be a form of bhop, just that it should be mostly moot due to other features.
Steamworks is one of the future goals.
The game has been confirmed to be linked into Steam, but it is not on sale nor is there a free demo out yet. It is still fairly early building, and many real gameplay features were stripped out of this engine test build.
So, feel free to test if you've pre-ordered (and be ready to test, it's fairly buggy/raw). For the rest, chill out and wait for upcoming news.
Basically, only try this is you're in the mindset to test and find bugs. Because there are bugs. And not much gameplay.
Also, you may want to read up on the current common bugs, like the fact that fullscreen doesn't seem to work for most people.
That being said, it's pretty awesome and people are already modding in features: Unknownworlds.com
It's all going to be a question of if you can get people to sign on. If it becomes an external limb instead of an integral component of managing my mods, then it has failed. If it can become my home center and GoTo for mods, it has succeeded. The biggest question is will it have all the mods that I want to play on it? And what will draw me to Desura over say browsing through Steam and looking at my installed mods there?
Also, please reverse the order of these comment rolls so that we can see most recent comments first? Or at least provide an option to see them reversed...
Yay! Unfortunately there are only a few high quality mods/indies out there out of the hundreds of concepts, so eventually the club may have to recycle the good ones or bravely walk through the random bug-ridden poor gameplay mirey gamble that is mods.
You mean besides Smashball?
Uber hint: using <username>+firstname.lastname@example.org as part of your gmail e-mail will let you auto-filter stuff. It's kinda awesome.
Still a good WIP, but nonetheless people have been clamoring for footage like this for weeks. Turns out they don't just make Spark SDK patches all day!
Congrats to everyone!
Also, HOLY BATMAN NS2 GAMEPLAY FOOTAGE!
NS2 had the level editor, called Spark, released and it's in its early stages. It's very close to the build that the devs are using, and constantly being updated with new features that the community request.
the installer integrity check failed. Re-downloading
Sorry, this isn't Dystopia
The real reason most Source mods have no staying power is because they don't have the polish to make them great. Most are still in their rougher stages of development. Neotokyo, as good as it is, has a few issues that turn people off, making thme move on to other games. When a patch comes out, I'm sure they'll return for more awesomeness.
Slartibartfast is correct about engine choice. Source is one of the best engines to mod on still since most computers can use it (don't make your players buy a new game), it's very open, and very moddable. The problem is sometimes modders don't realize just how open it is and don't push the limits properly, ending up with mediocre games. There are many Source mods on my watch list, an dI'm hoping some will finally come out polished and able to generate a good fan base.
Heck, people are still modding the HL1 engine and have a large player base. It's not the engine, it's the devs.
very, very awesome. Might want to re-do the Ryan character's voice, it's a bit hard to hear what he's saying. Granted, not everyone is a sound designer/has access to awesome mics, but if you ask around I'm sure you can find a buddy (or some1 in the community) who does.
Yay normal mapping to save the day!
That was based on the promise of a released alpha/beta by end of summer. Some people have been saying we won't see a full release until 2010, but we'll see.
Ah Zombie Master.... so much potential but poor execution.
I'll have to keep an eye on this one, but I won't try it just yet.
very insightful article.
It's good to know that sometimes the ad hoc system works. I know that in many areas the better organized you are the better. But it seems you guys were able to take advantage of fresh talent and get rid of stale ideas very easily making the project something you could enjoy working on (and show results w/ quick turnarounds too).
And as all good teams, you've learned from your mistakes. A huge plus. Too many times the teams won't adapt to the criticism, the workflow, or even each others growing talents. It's encouraging to see a team that was able to stick it out even when reduced to the bare minimum workers.
Kudos and I can't wait to see the polished product.
Also, finals in university have probably eaten much of their time in the last few weeks. I commend them for giving info every week, but perhaps you may want to take a break on the updates to help provide more meaty updates each time.
That being said, sweet wallpaper.
Keep the awesome coming.
The concept is amazing.
Let's see how it works out.
whoa. This game blows my mind, and in a good way.