Paratus

Developer
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Posts posted by Paratus


  1. 40 minutes ago, MariusG69 said:

    How come they haven't been able to update the tracker either? It was supposed to be "automatic."

     

    You'll see both today. Neither are automatic, I have to do both manually and I've been swamped.

    I did intend to update the tracker last night but I lost track of time in a meeting at the end of the day yesterday. Sorry about that.

    The tracker data is automatic but the website update process is manual, for now. It'll be automated and updated most likely by the hour on the new website.

    • Like 10
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  2. It's amusing to me how much people wanted me to jump. You can jump, but I just never even thought to do it given that I was running on a flat surface the entire time. 

    Once I turned off the PC and walked out into the main work room I heard about the jump spam requests!

    • Like 9

  3. I'm happy to see you guys enjoyed the stream. It was a lot of fun for us to finally show it off.

    To answer a couple of the concerns above, all of the buildings are enterable with full interiors. This had to be a short stream because we started an hour late and it was only supposed to be 10 minutes long to start. We'll show more!

    I do agree that the player animation needs more work. They're improved, but we're still working to replace the animations for the mid-speed jog. The slower walk and sprint are pretty good, I think. I'd also like to implement more interaction animations. We do actually have some done already that just need "plugged in."

    As for visibly carrying items, you're thinking of weapons. Weapons will be visible on your character and some items can also be held in your hands. There's no feasible way to show all items on your character, though.

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  4. 23 hours ago, JoelKeys said:

    Last month, you stated that you were nearly done but needed a little bit longer to finish up, and so gave yourselves an extra month to deliver the TS module. This, was clearly intentional lies. Judging by your dev tracker, you haven't completed UI, UX, gameplay, animations, 2D graphics, character art, environment, props, technical art, or systems. How could you have possibly been 'nearly done' last month when the most basic elements weren't completed. Last delay, you made it out as if you just needed to smoothen out some animations or design a new font, which was intentional deceitfulness. I ask you this, what have you completed 100%? Because it seems to me the most basic elements of a game aren't even close to being done, so what exactly is done?

     

    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.

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  5. Just now, Shroomey said:

    So it should be maximum of about 1 week delay? I assume.

     

    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.

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  6. 2 minutes ago, Shroomey said:

    So the time they have been making the game they have only been able to complete 6/64 Tasks?... So I guess we will see the release in 2027-2028 GG.

     

    The tasks included in that tracker are those from the time the tracker was developed, just over a day ago.

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  7. 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.

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  8. 6 hours ago, WhtGhstBlckGhst said:

    Lets take the classic scenario of being robbed. I'm minding my own business yeah? Having a stroll down a sketchy alley. I'm also a law abiding concealed carry owner as is required by the city. This guy jumps out from behind a dumpster, waving a pistol in my face, stress levels on both sides rise. I pull my gun and wave it in his face causing his stress levels to rise as quickly as mine is from his weapon. Then what? We're both just standing there pointing our weapons at each other? Yelling and biding time until one or the others stress level is high enough to cause instant death from a bullet to the face? Am I getting this right?

    What if a cat is just running his mouth, going on about what ever this troll wants to annoy people with for the day. After a bit of arguing trying to get this guy to shut up my mates had enough. He goes out and grabs the Louisville Slugger from the boot and proceeds to hit this dude over the head knocking his character out and effectively shutting up the troll. But what? My mates gotta threaten the guy? Wave the bat around a bit in his face until stress peaks enough to get in a silencing blow? Talk about breaking immersion from a situation.

    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.

    • Like 8

  9. 13 hours ago, NanoSpace said:

    One thing i would like to point out is that their is one thing to give an estimate of a release and giving a hyped up date where the whole point is that their is no way for it to be delayed, which is the case of the TS delay. While I know delays are a normal thing in development, people are more pissed off about being unnecessarily lead on by the devs, which I imagine no one likes.

     

    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.

    • Like 5

  10. 1 hour ago, Jaxrud said:

    I would prefer the camera to move without the character to move yes, but the characters head until it's moved over a certain point where it makes sense the character takes a few steps to rotate the body. 

    For the computer, I think it makes sense lol, it's known governments and large companies usually are using super old UI's that's dated back by like 10 years. Because the programs themselves are so complicated and deep, it cost a ton to make an upgraded and also more user friendly software, but it's also been in their learning program over many years and it's what they know. 

    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.

    • Like 3