Paratus

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Everything posted by Paratus

  1. The tasks on the tracker, as it states in top, are only those remaining for the town square release as of last Thursday night. We're talking two full business days. I think the progress has been quite decent, considering. If we were displaying all tasks completed it would be in the thousands.
  2. Trust = Gone

    Most systems are done. Few are not. Having a task for a system doesn't mean it's not complete, it means we need to enhance it or correct some things. You see a few tasks listed, you don't see the thousands that are already completed before the tracker went live.
  3. Delay announced by Motown

    We didn't give a date because it all depends on how smoothly things go. I don't expect it to be very long though. This is why the tracker is the ideal solution; you can see the progress as it's happening and as we knock out more tasks you'll get a good understanding of a release date. Essentially, you have most of the data we do (minus task time estimations) for establishing release dates now.
  4. Delay announced by Motown

    The tasks included in that tracker are those from the time the tracker was developed, just over a day ago.
  5. The past months here at the studio have been hectic, but our labors are paying off. It is with regret that I must make the decision to push back the public release of the Town Square module from April 23; however, the delay will be quite minor. Because this is now the second delay to an official firm release date, and because we expect this delay to be short-lived, we are as of this announcement releasing the Asylum Task Tracker. The new task tracker, visible on the Town Square section of the official website (here's a link for you), offers the Identity community and fans absolute transparency in our development progress. You can now see the tasks we have to complete before we're ready for the module to be publicly available. It will be updated each and every day. The list is not long, and displays all tasks since the tracker was created only a day ago. When all of the tasks are completed, of which none are major, Town Square will be released on Steam and available for play. Furthermore, the new Identity website is on schedule for a release just next week! The new website will come with all sorts of cool new features and we'll be building on it constantly as we move forward, too. With the release of the new website, I'm also going to begin regular Identity Insider releases. These Insider publications will add a ton of very detailed information on key systems within Identity. Delays are unfortunately a reality of all game development, whether a game is being produced by a large studio with hundreds of developers or a small team, such as ours, with only dozens. We faced unforeseeable technical issues recently; however, all of the issues we had have been fully resolved and, as you can see with the new tracker, release is extremely close. As soon as we get some final bits of art in place, we're going to compile a Town Square trailer video and begin showing off the game and environments on our development streams. So to sum it all up, keep an eye on the new tracker (see that link above) and follow our progress. The tracker will be updated once per day as it has to be done manually. Once we get our production software updated so that it can be automated, it'll be a live display. I also want to say that you to our loyal community and fan-base. Delays are never a fun thing to experience with any game, so everyone here in the studio is working overtime like crazy to get you into our world. You'll be in the Town Square very soon and this is going to make the game a much better experience. I'm really excited for our first module release as it's shaping up to be a really fun and beautiful experience. In fact, the Town Square is much more than I even though it would have been early on; I'm extremely happy with what we've put together. I hope you enjoy the peak behind the scenes with the new task tracker and we'll be seeing you in the square soon!
  6. Committed to the Asylum Wow, what a month. This has been the busiest, craziest month we've ever had at Asylum Entertainment and the hard work is really showing. Most of the guys here at the office have been putting in a lot of overtime hours to get the Town Square module ready as soon as possible. I myself have been working half my time as a programmer, tossing some cool new systems together. I really, really can't wait for everyone to see what we're putting together! For the past few days my personal pet project has been a total overhaul of the character control and animation system. We're working on getting new animations entirely, but it's amazing how much nicer character movement looks right now after some extra TLC. In the past Identity videos, you'll notice the camera is always locked behind your character and you rotate the character with the mouse. Now, movement is a little more like games such as Grand Theft Auto in which you can run toward the screen or parallel to it, too. If you're holding your forward run key/stick, it'll play like before. It really adds a much better sense of control. Alternatively, when you're in combat mode (weapons or melee), the view is again locked behind your shoulders. None of this applies to first-person view, of course. We've been putting a lot of time into polishing and enhancing character creation and customization in preperation for the Town Square launch. I wanted to share a screenshot to give you an idea of the extensive customization options available. You can control your gender, race, blemishes, hair and a ton of facial modifiers. You can select from a couple dozen pieces of clothing to start in, too, but most will have to be purchased at a shop. Character creation work in progress I've been waiting a very long time to see Identity in the state it is right now. We have a powerful new server making nightly builds for testing on Steam and everything is beginning to have that good polished feel you expect in a real, released game. There's still work to be done but it's an incredibly exciting time for us here. Sooner rather than later There are all sorts of features we want for the Town Square which were always planned to be added months after release. With art development moving at a faster pace than I ever anticipated it would, given the relatively tiny size of our team, it seems that we might be able to include some of these features sooner than I expected. Some of these features, which should be ready somewhat soon after Town Square is available, include tattoos, haircuts and even the shooting range. Tattoo shop (WIP) Tattoo design and development progress (WIP) A look inside the Asylum In keeping with our committment to transparency and open communication with the community, our new website will soon be launching (even before the Town Square). The new website will have all sorts of shop options for you to check out, but one of the more interesting aspects will be our development tracker. We're going to be showing you exactly where our development stands in regards to each milestone, such as the Town Square release. You're going to see live data showing what we're working on and how long we expect each element to take. Then, following the Town Square release we'll keep this going for each future development milestone. It'll sort of be like looking over our shoulders in the office yourself. The Twitch Clips If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday. We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity! -- John VanderZwet
  7. Speech Bubbles

    You will have speech bubbles in Identity. Perhaps not at the initial Town Square release, but shortly after. This is a system we've used a lot in the past; I coded this mechanic in Mortal Online and it's existed in many games prior, including the very first mass-market MMORPG, Ultima Online. Infact, even World of Warcraft has this feature but I'm not sure if it's on by default. We agree that it's far more immersive this way than having to look down at your chat box when speaking with someone in front of you.
  8. The Stess isnt killing me.

    I want to preface this by mentioning I didn't read your entire post, but just these scenarios. Given our current design, the first scenario would not play out that way. Because the robber had his weapon out, his stress level would be maxed out as soon as he equipped the weapon. Therefore, he's immediately vulnerable. You on the other hand don't have your weapon out, and thus you have a decision. With the weapon aimed at you, your stress is going to rise very quickly. You have only seconds to respond. If you were to surrender (put your hands up), your life is no longer at risk but you can be robbed. If you decide to fight back you become immediately stressed by unholstering your weapon. Chances are that you'd be shot before you had time to fire back, if he was already aiming at you. If you took cover and then pulled it out you might have more luck. A melee weapon, as is mentioned in your second scenario, works similarly (but might not raise stress quite as quickly). That is, when he pulls out a melee weapon in front of the other guy, that guy has only seconds to make the same decision. He can run (which causes stress to go up faster) in hopes of getting away but also making himself vulnerable, surrender to save himself or fight back. The goal of the system is two fold: first, to reduce random player-killing, and second to give you the option of fight, flight or surrender.
  9. Delay thoughts?

    The delay is unfortunate, for sure. We at Asylum feel it more than most and we hated to do this, but it's necessary. First impressions are the only ones that matter. We have to be sure that when we release the Town Square, server issues and the like are minimal. The only thing we'd ever said regarding the previous date was that we were "on schedule", which was true. It would have been very tight, though. Moving forward, this new date is only one month longer but that gives our developers time to make sure things are done right and not rushed.
  10. Crime Doesn't Pay, This Time Earlier this month we released a quick and raw gameplay video showing off an interaction in a rural area of the world. The art in the video is very much in development, but it's a great way to see some of the features and how they work. You'll get a glimpse of a drug production mini-game, the computer system used by police officers, and more. For this dev blog I wanted to toss in a couple clips that didn't make it into the video; all in glorious GIF form. The environment shown in the video is actually quite old. For example, those trees have been in use for a couple years of our development. The character animations (in fact, the entire way you control the character) will also be much different when you get into the Town Square. To give you an idea of how our art has progressed over time, see below one of the older placeholder trees, as is seen in the video, compared to a more recent tree which will be found in the Town Square. The Finishing Touches As you'd expect, our priority for the last month has been getting the Town Square ready for play! We've been working overtime getting everything into place, and it's shaping up very nicely. You'll see from the image above that our artists have been producing absolutely incredible assets. In my own opinion, it's the nicest looking environment I've ever seen in an MMORPG to date. With the original release date for the Town Square quickly approaching, it's become evident that we're unfortunately going to have to push the date back, although the delay will not be long. More work is required to ensure that the launch goes smoothly; we need time to reinforce our server structure and do more internal playtesting. The Town Square will be released to all Founders (and above) one month later on April 23. This is an unfortunate reality of game development, but we want to make sure you get a quality product which isn't rushed out the door too soon. To help ease the pain of waiting for a taste of Identity, we're going to start throwing more media out for you, including a Town Square trailer video overviewing the features you'll find inside. Making it Big! We recently hit the incredible milestone of $1,000,000 USD raised! In fact, right now as of this writing we're in at just under $1,025,000. The support from our community and pledgers has been absolutely incredible. I wanted to take this chance to say thank you; it's because of you that Identity is becoming a reality. The game we've all wanted for such a long time is coming. Around the Studio We're in overdrive over here, working hard to get the Town Square ready to go! As I sit here in my office typing this blog post, Andrew is finishing up the new character creation system. The user interface Artur made is beautiful. I couldn't be happier with the new UI systems he's produced following Scaleform's demise (our old middleware which is now dead). The biggest change here in the office this month is the addition of Mark (who the community has dubbed Marker), our resident graphic designer. He's pumping out amazing art for in-game brands at an incredible pace. This will translate into all sorts of clothing brands and patterns, wallpapers and much more. He'll be bringing you a whole lot of customization options throughout Identity. The real big news, though, is the birth of our lead programmer Henrik's (Sone) new baby boy! Be sure to congratulate him if you spot him on Discord. He's probably too tired to read, though. Liam has been getting a lot done on the new Identity website, too. You'll be seeing the launch of this new website quite soon, and it's going to bring a whole bunch of new options and features for you to enjoy. The Twitch Clips If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday. We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity! -- John VanderZwet
  11. About that latest video

    The character animation and control will be more as you described by the time Town Square comes around. It will follow the player only when a weapon is drawn, otherwise the head will move without the body. I forget the name of the systems off hand, but the computer UI is based off real police systems. It's a blend of two, one called iforce and another which escapes me.
  12. You can restrain people who surrender to you if you have zipties. You can then toss them in a vehicle. You can also call the police if you like. Identity is about freedom, and this is the sort of thing that's possible.
  13. Let's talk about that Dev Blog

    https://en.wikipedia.org/wiki/Lorem_ipsum Yes, you'll be able to play as both male and female.
  14. Dev Blog #014 - Sneak Peek

    A Sneak PeEk Environment out-take from coming video; player-ownable farmstead I'll get right to the bits which I know you're all excited for and wondering about: the upcoming gameplay video. We'd really hoped to get it out in January, but I sit here at 10pm on the 31st finally getting time to write up this dev blog. It won't be tonight, but it's going to be really, really soon. We did run into some delays for animation content which set us back almost two weeks on the video content. The delayed art was external and out of our control, but it's all handled and now we're polishing it up to show you first-hand. It's days, not weeks, away. Around the Studio It was an incredibly busy month for everyone on the team. My last bit was consumed with ever-so-exciting annual tax preperations and hunting for new blood. Andrew's been hard at work getting the last bits of technical content for the video flushed out and Henrik has accomplished some really big things bringing the Town Square together. Prototype UI design for inventory and shop transaction As you can see above, Artur's new UI design overhall for Identity and the Town Square module is looking fantastic. After Scaleform (our old middleware for UI) was abandoned by Autodesk, we had to rebuild our UI from scratch. In hindsight I'm glad that happened as I really like our new systems much more! Also of note is a very heavy overhaul of foliage (trees, bushes, grass) and other environment bits using photogrammetry. This is a fairly new method used in creating incredibly realistic art assets. You're going to be blown away by the results our resident photogrammetry guy, Philipp, has achieved. We've begun working with another studio to hasten art development for Town Square and other parts of Identity. Some of these guys have worked with us in the past, and the art we're getting back is some of the best in the industry. Full Steam Ahead After years of effort, I have to admit it's pretty fun and exciting seeing the Town Square module coming together. In the last weeks we've both launched our development game servers on the Google Cloud as well as a working development client on Steam. Internally, we're now at a point where we can prepare for access to the game world just as you'll be experiencing it in the Town Square. With the release of Town Square, all Founder package holders are going to be issued a key to redeem Identity on Steam. Town Square will be played through Steam and your Steam friends will be able to join you in the same game instances. Committing to the Asylum Finally, after more than two years of trying, the Canadian government has granted a work visa to our Executive Producer, Sean (also known as Motown) and he's been here at the office for the last couple of weeks. We've already seen a boost in productivity having one of our key developers on site, and I'm excited to see where it leads! There's still some room in the office, though. We're looking for talented technical artists, Unreal Engine generalists and animators especially, but we always love to meet talented individuals no matter their field of expertise! If you, or someone you know, would be interested in working for Asylum, check out our careers page. The Twitch Clips If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday. We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity!
  15. Micro-transactions in RPG will tottally kill it.

    While Identity will have microtransactions, they're entirely cosmetic or low-impact. By this I mean items which will not give you a competitive advantage. We're not selling good vehicles for real money. If you look at those currently for sale, you'll notice they're all toward the low end. The advantage is only for the early game; when you first start playing you'll have an easier time getting around. However, after playing a while you'll move on to bigger and better things which you purchase with game currency. We're extremely careful here in that powerful items will never, ever, be sold for real money. Apartments will only be sold for some areas of the world, mostly in large cities, using microtransactions. They're also unlimited in availability and mostly social in nature. They can function as storage, which is their only advantage, but that's precisely why they're not located in areas near important resources. This is something we take VERY seriously and we're being quite careful about how they're implemented. These microtransactions are designed to make your first days more convenient, but in no way will someone who spends more real money ever have a competitive advantage.
  16. Your apartment in Town Square will come with such things, and they'll be placable in the environment where you choose much the same way as you'd place down furniture.
  17. Asking to validate when I already have..

    I'm a bit confused but it seems like you may be trying to log into the wrong part of the site. The community forums use a different account from the game/pledges.
  18. Need help

    The PayPal records show that your payment was cencelled from your end. Look up your transaction ID in your PayPal account and you'll see the details. From the looks of things, a payment was made and was then canceled some time after.
  19. How can I change my player name?

    You've only set your account name. Your characters can be named differently.
  20. Dev Blog #013 - Keeping it Real

    Happy Holidays From Asylum! The holidays are upon us, and the team at Asylum begins their short rest! We've been busier than ever, and this coming January is shaping up to be one of our biggest months in a very long time, if not ever. Our expanded team has been working hard on game features beyond the Town Square, and you're finally going to be getting a glimpse of true Identity gameplay very soon in the new year; that's just the start. Keeping it Real Primary systems in Identity such as weapons and vehicles are being developed to operate as realistically as possible. Last week a few of the developers braved the freezing temperatures at a local range to record audio directly from a slew of real firearms in all sorts of conditions. It's very important to us that the weapons in Identity look, sound and react as close to reality as possible. We've even modeled the ballistic physics based on real-world mathematical formulas. Powerful weapons are going to be rare in Identity. Assault weapons, for example, will likely be used in major circumstances. For the most part players will have access to less powerful weaponry; melee, hand guns, hunting rifles, and so on will be the norm. Here it Comes! With the Town Square development moving along, we're not far off from showing the world real Identity gameplay! Like I said up there, January is going to be a big month. For us in the studio, we're excited to get our hands on a few new technology demos that might have a huge impact on Identity! For our fans, January is going to be the month you see the first true world gameplay video. Not only that, but soon after we're looking to release a Town Square trailer! Keep your eyes out on Identity's Twitter and Facebook. The Twitch Clips If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday (except on this coming week due to holidays). We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity! -- John VanderZwet
  21. Town square

    And you should, given that we have never said that it'll be released before the new year. This is our final week in the office before we're off for the holidays and the video content is almost ready to go, so we're still pushing hard to get it out right away. That said, you'll most likely be seeing it first thing in the new year. We'll go into this more in the next dev blog on Friday!
  22. Information about gameplay video?

    We hope so, but we don't know for sure. It's a little tight in that there's only a week and a half before the guys are on a short break for the holidays, but they're hard at work!
  23. Dev Blog #012 - The Merge!

    Family matters It was just a month ago that we announced the official release date for the Town Square module. Since then, we've been hard at work turning that promise into a reality. Team expansions, UI drama, family additions and a whole new Unreal Engine amounted into a crazy time! For me, the biggest news this month was the arrival of my second beautiful daughter, Aria, on the 19th. It's been a lot of fun and not as sleepless as I expected. It meant a week off for me although the team in the office hadn't skipped a single beat while I was away. My week away was the first week of work for two new developers here at the office. Andrew (McWOLF), a gameplay programmer, and Artur (Archer), a UI/UX designer and developer have joined the team. Both have already proven themselves to be great at what they do! You've got questions, they've got answers Identity's community members and YouTubers have interviewed the developers. Your questions have been asked; check it out to see what the developers say about the way Identity is played! IDENTITY RPG DEVELOPER Q&A NOVEMBER, 2017 Identity Game - Podcast - Developer Q&A - #2 Join us on Twitch at 4PM EST on Tuesdays and Thursdays to watch Identity's developers at work. Most of these streams also have other developers present to answer the questions of those watching, live! Are you interested in hearing answers to other questions? Our developers have been answering questions on live streams for some time now and Brandon (BeachBall), our community manager, has compiled an enormous list of questions and answers. Check out the TWITCH CLIPS DIRECTORY forum thread. The little engine that couldn't We're really excited to show you gameplay footage, not only of the Town Square module but what you can expect to see beyond the modules! We've been hard at work on this, but our aging build of the Unreal Engine just couldn't cope with the advanced vehicle physics systems we're implementing in Identity! This meant it was time for the dreaded engine merge, something our lead programmer Sone has been fearing for years! Every once in a while (usually every year or so) we have to merge all of the modifications we've made to the core Unreal Engine into the latest release. It's an absolutely enormous undertaking, but it's done and good to go. Now that we're running the latest version of the engine, we can support more advanced technologies and we can bring you a more immersive experience, even in the Town Square. Just wait 'til you see what we're doing with vehicles! The UI disaster! Early in the month we hit a road-block. Our licensed middleware system for the user interface in Identity, Scaleform, was discontinued! The industry leading system would be no more, and we had to make the tough decision to abandon it now to save grief in the future. It was like a slap in the face. All of our user interface code had to be scrapped and replaced! While Scaleform was a Flash based system, our new UI would not be. We've signed on with Coherent Labs, and the new UI is under way. While unexpected, it's actually a blessing in disguise! Our new Coherent system allows for faster development, and while it's a minor setback now it'll speed things up considerably going forward. Our new guy, Artur, is dedicated to the user interface in Identity and our UI will be stronger now because of it. With Artur's help, I don't expect this to affect development time for Town Square even at all. We have more hands on deck to cover the added work. On the horizon With our expanding development team, we're able to focus our efforts in more areas of Identity's development. With vehicle and weapon systems now getting attention, we're once again progressing towards a short but feature packed gameplay video for you guys to check out. Keep your eyes out on Identity's Twitter and Facebook! -- John VanderZwet
  24. New Screenshots (UPDATED)

    I'm always impressed by the art produced by the Identity team! That talent is pretty undeniable.
  25. A game maker inside identity

    You'll find board games and more in Identity. In fact you might even find a chess board in the town square if time permits.