Definitely more of a futuristic cyberpunk aesthetic - the game draws some artistic inspiration from the likes of Blade Runner, Neotokyo, Cowboy Bebop and Judge Dredd (the comics and the Karl Urban film, not that awful Stallone version.)
Definitely more of a futuristic cyberpunk aesthetic - the game draws some artistic inspiration from the likes of Blade Runner, Neotokyo, Cowboy Bebop and Judge Dredd (the comics and the Karl Urban film, not that awful Stallone version.)
- Third person.
- Honestly, I can't say right now - it's much too early to really make a call on that. It depends mainly on the game's scope and how much outside help we'll need to bring in.
- There will be a centralized story but the game will be significantly more open-ended than traditional shooters. Each level will be designed to be an open, unrestricted environment with multiple paths and side-objectives.
- I honestly wouldn't say either of those two games were much of an inspiration for Dead Spec - they're more in the realm of grandiose fantasy-space operas while Spectrum is a bit more personal and grounded. I'd definitely point to games like Borderlands, Mirror's Edge, Half Life and even The Wind Waker as some of the project's more prominent influences.
Hopefully that helped :)
Kolonie and Pulsar are both games, apparently. And, honestly, the project was on HIATUS for a couple of months, so that's understandable.
It's a third person shooter currently - we're using UDK now.
Thank you, that's awesome to hear :)
We're slowly grinding away behind the scenes. I'll try and post some new stuff soon.
The plan is to make it using 3D models. The CoSec Agent image revealed as much ("3d Modelling Ref").
News on the gameplay is coming.
Hello everyone! This is Magnilucent, a new member of the Pulsar team.
While I can't draw an amazing concept, make a 3D model, or do the harlem shake - I can program.
You'll be hearing from me again soon.
Oh we're not dead at all - don't worry!
I know it's been a while since we've updated and that's only because we're still early in production and being selective about what kind of info we're putting out.
Expect a pretty decent update in March.
To an extent, yeah - each armor set will have its own stats when it comes to armor, weight, ect.
That comment is from over two months ago - we've since switched engines due to the limitations of GMS.
I just started coding earlier today - hopefully by the end of the week I'll have something to show.
I went with GM again because it's what I'm familiar with - I've got a good 3 - 4 years worth of experience with it so I figured we may as well go with it. Studio is pretty good. It's got a good bit of new features like a built in physics engine and Mac support - definitely the best iteration thus far.
That's all I can really say for the moment. Like I said I literally just put down the first line of code earlier today, so time will tell how good Studio turns out to be.
You actually play as a human in the game. The overall idea is that humans and these aliens (the Jotunn) have been living alongside each other for a couple centuries by the time the game starts, so while there's a small bit of friction between the two (nationalists groups, ect.) we didn't wanna water down the concept to simply 'humans vs. aliens.'
Oh, we absolutely will. It's still rather early in development but once we have something to show in the way of screenshots/video we'll release an official project page here (hopefully within the next month.) We just don't wanna jump the gun is all.
CMT? It's based off the version from H3:ODST (minus the terrain-outlining which is too costly CPU-wise.)
It's not overwhelming but it's significantly darker - VISR definitely helps.
That's a baseless assumption - we obviously made the wheels spin. Do yourself a favor and think before you post an idiotic comment like that. Thank you.
Drive like what? It's a screenshot - you have absolutely no way of knowing how it drives based on one screenshot.
That's only a matter of opinion now isn't it?
Why is it being Reach "influensed" a bad thing?
Like I said we'll see, I won't be making any promises at this point in development. There's still a full campaign, firefight, stats, another mode we'll talk about a later and a map editor - so everything that has been playable by the public and then some will still be in the final version.
And did someone really thumbs down my post earlier? How mature :P
Awesome, thanks alot :)
As for Coop - there's no plans for it at the moment. We originally wanted to do it but there's just far too much on our plate and our team just isn't large enough to juggle all that.
But who knows - I'm definitely not ruling it out altogether - we may go back later and add it in as it's something I'd love to see as well.
We're still working on it on a daily basis, don't worry. Like we've said before we only have a few team members, so progress depends on how much time is available to us.
We're just as anxious as you are for this game to be ready :)
Heh, thanks man!
GameMaker is pretty easy to work with, but it's so limited - hence why most GM games are very simplistic.
At this time, no, there will not be MP. We simply don't have the resources to make it happen.
We'll post news when it exists.
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