Paratus

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Everything posted by Paratus

  1. Do you receive emails from the main website? If you were to go to the front page, try to log in and then choose the forgotten password option? The primary site, not forums, runs off the same email servers as the newsletters. Check your account there to make sure that your email address is entered correctly.
  2. In the earliest days of Identity's release, most people will likely start with bicycles for transportation. The bicycles can, for the most part, hold only a single person and are clearly not as quick as a motorized vehicle. They also don't have trunk space. Now imagine trying to make some early dollars by doing odd jobs around town. Gathering, delivery tasks, and so on will be a lot easier if you can both get around quicker and carry larger hauls.
  3. About 1,600 sqft. Not huge but large enough to house our team with some room to grow. People in Ottawa will be free to schedule a drop by and meet the team once things are going.
  4. The office looks great, but it's more of a budget space than it looks. I've been busy there for weeks as I assembled all the furniture, cut and hung the decor.. we've saved a lot of money by doing everything ourselves. In fact, we're a very frugal bunch and our funding is quite healthy.
  5. Yep. Read the summary near the end. I explained that.
  6. That's right. The proximity voice system in Identity is fairly advanced. Walls and such between your head and the speaker's head will affect the sound. Furthermore, there are devices (loud speakers, microphones, etc) that can affect how far your voice can travel.
  7. As @Villasenor mentioned, it really depends on the server. On official servers, with the stress system enabled and at default settings, that depends on their current stress level. On private servers, which can completely disable the stress mechanic, a headshot from most calibers will likely result in death.
  8. There's never been a more exicting time for the Identity development team than right now. We're growing from a small team of passionate and skilled developers into a true studio with real development horsepower. Asylum Entertainment's New Home Identity is being produced by a very small team, although with our new office (see above) we're on a hiring craze and expanding in a big way. In fact, our programming team is going to be three times larger by the end of September. That's only the tip, too, as we're also bringing in a full-time dedicated community manager so that you get the regular updates from the team which you deserve. Our art team is also expanding with some of the most incredible talent in the industry. It pains us that Identity has seen delays; we truly want the game in your hands as soon as possible. With our modest team it's been a difficult road but, with the great help of yourself and other backers, it's full-steam ahead. Once we're situated in our new office (we get the keys in one week) and your new community manager is ready to go, it's our intention keep this great community in constant contact with the team! New in the Town Square If you've been watching closely on the IdentityRPG Twitch Channel, which is live for a Q&A with the developers every Tueday through Thursday, you've seen a lot of art these last few weeks. From concept art to screenshots and clothing, below are just a few of the pieces we've shown, plus something new for good measure. We're really pushing the development streams now, too. You'll be able to watch environment artist Antoine at work Wednesday, August 30 at 1PM EST. Moving forward, we're going to try to give you at least one development stream every single week. Watch Twitter for announcements. Town Square Clothing Store Remember the clothing store concept art we showed last month? This in-game screenshot shows how concept translates to reality (minus the actual clothing). Another new addition, ambiant radio, brings this scene to life. When you walk into this clothing store you'll notice music playing from the speakers. It's not just music in our game, either, it's real streaming radio playing songs you know. Different stores can now play ambiant music that matches their style and enhances immersive atmosphere. Ash Hill Police HQ Concept The Ash Hill police station will open it's doors in the Town Square module shortly after its release. Seen above is the concept for the lobby, locker room (where players "sign in" as an officer) and the shooting range. The shooting range will be available in the Town Square to give you a feel for weapons in Identity before you get your hands on the SWAT module. Ash Hill Barber Concept While a large variety of player customizations will be available during your initial character creation, some options are reserved for locations in the world. Barber shops, like the Ash Hill Barber you'll find in the Town Square shown above, will have additional hair options; other shops around the land will present different styles. Some rarer character customization options may be unlocked through gameplay achievements. A peak at pledge rewards Below are concept pieces of the pledge rewards you may already own. Our new website, almost ready to go, will bring new options while some of the existing will no longer be available. Pledge Reward Concepts -- John VanderZwet
  9. This month in development Another month and another dev blog to keep you updated! I want to start this one by giving a thank you to everyone who's receiving this blog post by email, our backers who are making Identity a reality. It's an exciting time as our team is growing and our pace quickening as a result. Identity's beginning to get more exposure and every pledge we receive helps us produce content faster. It's been slower than we'd like in the past because our team has been tiny, but this growth we're seeing as of late has been opening doors and propelling us forward. As of this month we've now raised over $700,000 USD; a large amount of money and what we've needed to bring on more talent. Talent we've lost to other studios and existing contracts in the past, some of our absolute best, is now returning to Asylum Entertainment to work on Identity full-time. We're really looking forward to the work from those being added to our roster, which will result in more clothing options as well as much prettier environments. We're also looking to pick up another programmer and a new community manager very shortly, to improve our PR situation and give you guys a more transparent view into development. Case variations for one of three phones in Identity With our art team growing with top industry talent, we're also making some good progress in content programming. Our elevator system has been finalized after being re-hashed. This elevator system is used in the Town Square, and throughout Identity where apartments exist, to bring players up to their lofted homes. The interesting part is these function like real elevators, and you'll see other players in them going to and from their floors. They act as loading zones, so instead breaking your immersion with a loading screen we load the apartment and it's customizations in the background while you ride the elevator. By the time the door opens everything's in place and you don't even notice that you've moved into a special instance of the world. Art of the Town Square When creating new environments, we first have our concept artist draw up a layout and artistic design. From there, environment artists create the 3D assets from that piece and a level designer places them in the world you inhabit. We're pleased to have our incredibly talented concept artist, Alexander, back in full-swing as we prepare the final pieces of environment necessary for the Town Square. Clothing store concept; hotel and art gallery in rear The clothing store is interesting in Town Square because it's operating on a system we've created for many computer-controlled shops in Identity. It has a fully functioning shoplifting mechanic. In most games you walk up to an NPC (non-player character) and interact to purchase items. You then simply walk away with your items. Stores in Identity are a different story, and are unique in the gaming world. You'll add items from racks and shelves to your cart. You can then walk into the dressing room to preview those items (assuming it's clothing) or walk up to the register to pay. What if you don't pay and simply walk out the door with your cart? Shoplifting is a reality in Identity, although it's often not recommended. If you're not skilled, and most people won't be, you'll set off alarms and have a hard time getting away. You'll likely spend time in jail for the attempt. Expensive items can also not be shoplifted for game balance purposes. Even something so simple as using a shop gives freedom and oppportunity not found in any game before. Last month we showed you a bicycle which will be ridable in Identity. Below you'll see the bicycle shop concepts for the Town Square. While you won't be able to ride them in Town Square, you'll be able to browse many options which will be available to you. Bicycle shop concept for the Ash Hill town square These final two interiors are being created by our artists as we speak, and are the last environments required for Town Square's release, along with some minor systems programming and polish. Art gallery/library concept art, previously shown Art gallery and library in-game, without player art The near future One of our top priorities right now is to give all of you who have been waiting a glimpse of real gameplay in a video. Identity's funding and progress has exploded since we showed you the workings of the housing and apartment systems on YouTube, and now we want you to see vehicles, drug production and weapon systems. I can't promise any dates on this video, but it'll be soon. In fact, I expect you to watch this video before you receive the next dev blog. This coming video is sort of a catalyst, and I can't wait to show you what's in store after it. The Town Square is also getting near the point where we're going to be able to start showing off videos of the gameplay elements you'll find within it, leading up to the public release of the module. These videos will be coming after the previously mentioned video. We do regret how little we've been able to show you thus far. We're a tiny team stretching a small budget to its limits, so things take some time. Now that much of the core exists and other supporting pieces are falling into place, I'm excited that we're now really making progress that can be witnessed. -- John VanderZwet
  10. The dev blog will send out around 8PM EST tonight.
  11. When you store your vehicle in a garage, it's stored away and disappears. When it's actively in the world, you'll park it in designated parking locations. And yes, you can get a parking ticket if you leave it in a zone marked as no-parking. It's done this way as there will be thousands of vehicles on each server. It's impossible to display every one of those when they're not in use.
  12. Let me expand on that a bit so nobody gets the wrong idea. In any city or town there are "shops" set up around which are player ownable. If you lease one of these structures you can make them whatever you like: a clothing store, or a restaurant/bar in your case. If you get a beachfront property to do this then yep, it's possible! They'll be in high demand, I'm sure. You can swim in water and there's beer and other drinks.
  13. All of the above!
  14. You'll have to do this through PayPal, due to the fact that your purchase was so very long ago (in 2016) and we're not able to do it with proper systems. Once you do this through PayPal, we'll hit that there accept button.
  15. question

    I'll take a stab at this! 01. We need to do proper play-testing and experimenting before I can answer this one, one way or another. I can say it'll be considered, but it comes down to gameplay and balance more than anything else. 02. Yes, eventually you'll even have access to it for playing around in Town Square. 03. Yes. 04. Not a different headquarters. The way that SWAT works is that when an event occurs which warrants SWAT reaction, SWAT officers will be notified and can report to a nearby HQ. While at the HQ they'll gear up and then deploy together via a SWAT APC/truck. This truck isn't a drivable vehicle, it's an automated system to deploy the SWAT people to the scene. SWAT is limited to the area of the event, as their equipment is very powerful.
  16. With the current configuration, which also applies to civilian phones, people won't hear what the police are saying in response, but they will hear what the cop standing near them is saying. Just as it is in real life if you're standing beside someone on a phone.
  17. 5 and 9 aside, you can do all those things! As for #10, I know Motown plans on being homeless. Given that he works on Identity for free, I think he's just planning for his real future.
  18. Phones and cars can have a GPS. Houses DO each have a unique address, just like each player has a unique phone number.
  19. Yes, there is alcohol use in Identity. Drugs, too. And as you suspect there are criminal charges associated with their use.
  20. The design of one person per room is one for gameplay. Sometimes gameplay has to outweigh standard logic, and this is an example of that. This lets us balance the apartment/house value based on it's usability. If it were the beds placed which determined this, everyone would pool into a tiny apartment to make it their home for next to no expense. That's just not healthy for the game economy.
  21. Our servers can hold an immense number of players. It's going to come down to play-testing internally; servers will be limited based on population density which we believe is ideal for the gameplay. So, it's too early to say, but we have the ability to have enormous servers.
  22. There will be quite a few servers for Town Square, located all around the world. Town Square servers have a player limit, but we'll have a whole lot of them active for the first days of the release and we'll add/remove them as we see demand requires. We'll try to make sure that if a queue does happen, it won't be a long wait to get in.
  23. Yes, to all of the above!
  24. The voice in Identity currently does work in all the ways you've described, with the exception of character breathing. It's difficult to hear someone breathing near you unless they're very winded in real life. Walls and such will block sound, and even the material of the wall or object affects the impact on sound degradation.
  25. Wow, what a month. It's been busy here at Asylum as usual, so let's get down to the interesting stuff! As expected, our current focus is on the Town Square so that we can get it out to you as soon as possible. We're finalising the interior of the library and art gallery (shared within one building) and adding polish to the environment. Once the clothing store interior is complete following that, the Town Square environment is ready to go. We'll continuously be adding more art after release though; specifically for house furnishings, decorations and clothing. In addition to the environment art, Miroslav (character artist) has been creating all sorts of hair assets which allow us to show hair appropriately when wearing a hat or helmet. This is a big task for him as it means making variations to match the hat options for each length of hair, but in the end it'll ensure your hair always looks as you'd expect when wearing headgear. Hair under a hat; work in progress Right next to the clothing shop you'll find a bicycle store where you can get a sneak preview of some of the bikes you'll be able to ride around in the full Identity release. We showed you a bicycle work in progress last blog post and now you can see the finished result of that below. This image will give you a rough idea of the detail level you'll see in Identity's vehicles. Ridable bicycle With more final systems coming online for the Town Square release, we now have functioning phones. Each player will start with a cellphone, although you'll be able to upgrade it with three mobile OS options available. The phone OS' each have a unique and interesting style. Characters also have a designated phone number assigned when they're created; you'll be able to get a custom number for a fee. These phones work just as you'd expect. You're able to dial up another player and speak with voice remotely. Businesses can even get a business line which, when called, will contact a member of that corporation who's online. Shot from an internal system test: advertising While the art of the billboard above isn't final, it gives you a very good idea of what you can expect in Identity for advertising. That's right, you can really publish messages around the world through billboards and other means. Corporations and those running for government office can purchase billboard space to help get their message out. You'll select a graphical template from a large list of options and then attach a brief message or other customization to make it your own. These billboards can also be moderated by the server operators. There are other similar advertising systems, too. For example digital road signs can be made to show custom messages by the current government. We can't wait to show you more of Identity, and we'll soon have that opportunity with the release of an overhauled website. Those current pledge packages are about to go away forever, and some of the rewards won't be available for purchase again after the new website changes. Also, follow us on our Twitch channel if you'd like to stop in and ask questions of the developers. On Tuesday, Wednesday and Thursday you'll find a few developers playing a random game from 4pm EST to 5pm EST. Ask any questions and they'll be happy to answer on stream. Catch some of Identity's developers hard at work and see how they make the magic happen: we'll be providing development streaming dates and times on Twitter, soon! -- John VanderZwet