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Found 8 results

  1. So let's say I convert an apartment into a set for the show and work as a camera man, streaming what she does on stage as if I'm a camera man. This would be streamed through youtube/twitch. Could users tune in using their televisions? (I'm honestly not sure how the televisions work)
  2. Radio Station

    I feel as if this has probably been talked about before and might have been answered in the reddit Q&A however I am wondering if civilians are able to host their own radio station and if so would we need a studio and how different stations and studio time would work (cant have everyone using a studio so how many studios/stations will there be?). Finally would there be an implimented way to broadcast music on the radio? (Not sure how exisiting music would work but I assume you would be able to broadcast music made by in-game characters). Sorry if this is written badly, it's 5am
  3. Disclaimer: This topic is about association football (soccer), NOT American football. Hello fellow sports fans! As many of you know, the developers have stated that sports will be a form of entertainment in Identity. Therefore I present to you the community's first top level sports league. Due to the name of island currently being unknown, it will stay Identity Island. I present the Identity Island Football League (or Identity Premier League) The league will consists of 12 teams across the 3 cities, which each city starting with a chief club. The other 9 clubs must be purchased for $100,000 and you will become the president of that club (with full customization, from team logo/name to hiring,etc.) with a reserved spot in the 1st season of the league. Ash Hill: -Ash Hill FC (chief club) (buy able for $250,000) -(Open club spot) -(Open club spot) -(Open club spot) Roseport: -Roseport FC (chief club) (buy able for $250,000) -(Open club spot) -(Open club spot) -(Open club spot) Turtle Beach: -Turtle Beach FC (chief club) (buy able for $250,000) -(Open club spot) -(Open club spot) -(Open club spot) As the president of the club, you may hire managers, coaches, and other officials that deal with players and field management. League Season The start of the season will begin with a recruiting/transfer window. This time period will last approx. 2-3 weeks in where teams may recruit players or trade players with other clubs. (AFTER THE TRADING WINDOW CLOSES, PLAYERS MAY NOT BE TRANSFERRED TO OTHER CLUBS) As a player: You will show off your skills to various teams interested in hopes of getting selected to be on the team. Tryouts and combines are the best ways to be scouted. If a team is interested in you, they will offer you a contract and once both parties agree, congratulations you're on a team! (more details will be provided) As a president/manager: You must actively scout for the most skilled players to assemble you're league squad in hopes of a title win. Hosting combines are a good way to find talent in the Identity community. If you are interested in a player, a contract must be made. The following must be included: -Salary (per season, not per year) -Signing bonuses (if any) -Length of contract (maximum 2 in-game years, until renewal) After all 12 teams have assembled their squad, the regular season will begin Each team will play each other twice throughout a season (once at their home field and once at that of their opponents) , for a total of 22 games each club plays. The scoring goes as follows: +2 points for a win/ +1 point for a tie/ 0 points for a loss Clubs will play 2 games a week (one on Saturday, one on Sunday, unless rescheduling is needed), so each season should last no more than 3 months. The team at the end of the season with the most points will be declared League champion. The champion club will receive (along with the title) a $1,000,000 prize (might be subject to increase). Conclusion: This is all just in the works of development and I would really like the community's opinions on the matter. I plan on turning the Identity Premier League into the most popular sports/entertainment feature in the game. If you are interested in becoming a player or manager in the League or if you have any other questions, feel free to comment below! Like and share with those who could seriously be interested!
  4. (Updating list as I get more ideas) Not sure if this is in the game already, but here are some cool concepts that are based off of the "Art museum", "Paintball", and "Movie Theater" as they are very nice additions to the game. So I thought of some other things of the same kind of genre, I see them as "Tourist Attractions" or other kinds of entertainment and the culture of what "Identity" should have someday. ________________________________________ Average Level Difficulty Concepts (Reasonable to Question) * Starred concepts make more sense if you continue them with the "More Advanced" projects listed. Amusement Park - A main amusement park resort (Water park, Roller coasters, Food Stands, Haunted House, ect. Should be extremely big and amazing looking like Tokyo Disneyland) Resort / Honeymoon / Amazing Visual Scenery - Beach Resorts ( Like Sandals Resort, clear waters & tropical plants, animals, and atmosphere) Traveling Entertainment - Carnival (Carousel, Ferris Wheel, Bumper Cars, Swinging Hammers, Octopus, Tilt a Whirl, ect. a tiny carnival/circus that travels around to different areas) Festive / Events - Festivals (Music Festival - I know someone who would love something like Ultra, Food Festivals, Holiday Festival) Fair - Clothing Fair / Goods Fair (Pop up event that sells unique clothing / Items only sold by console) Shows - Car Show (Pop up event that sells rare sports cars only sold by the console) Live Entertainment - Sports Centers (Players should be able to play a sport and if they're extremely good they can get in on the Sports Centers) * Museums - Historic Museums (Should be able to find rare fossils around the world to give to the Museum or hold onto and auction off) * Historical Artifacts & Treasure! - Ancient Ruins & Temples to explore and gather rare treasure from them to keep, sell, or steal. (codes & messages required to break into different rooms devs can give hints about each treasure hunt) To have ancient ruins and temples you should first give identity a real history as to why those items are valuable. * Historic Entertainment - Medieval Entertainment (There's a place called "Medieval Times", they do real life jousting on horses, dress in medieval clothing, give you a medieval meal, and for an extra fee; you can pay to sit in the throne, eat like a king, wear a crown, and tell what you want the actors to do to each other while watching them and eating your meal.) ________________________________________ Miscellaneous Concepts (Reasonable to Question) Identity Wiki / Interactive Dictionaries in Game - A wiki section devoted to explaining in depth on the information of items, with an in game item called the "Dictionary" that you can open and click on words that will then pull up Identity's official Wiki Page. Example: History of ALL the Businesses that surpassed 1 month and what their purpose was, the time opened and time closed. Toggle to see all the currently present owned stores. Identity Interactive Map in Game - A consistently updated Map that works with the "Wiki" mapping out all the businesses, farms, dig sites, ect. For players to toggle their map to. Clicking on any of the dots located over a specific site will pull up the wiki with the information on that site. ________________________________________ More Advanced Concepts (Culture, Globalizing, Planet, Solar System) Warning! If you shit yourself when thinking about things too hard DON'T READ THIS SECTION! Note: No, I of course do not expect these concepts any time soon or at all! This is the "ADVANCED" section. These are idea's I will be putting out there to the general public. This is more for those who take interest in thinking "bigger" or give reasonable alternatives to help make some of these ideas easier to achieve. Culture and History of Identity - Story line of it's history and how it became of modern day civilization. Have a historic museum solely about Identity and where things started. For example "Massive stone statues were carved 10000s of years ago this is what they look like" then you can throw in if Identity will become a "Planet" within some kind of solarsystem. If you guys will add that some day waaaaaaaay into the future you could add in some aliens. You could base it all off of earth's stuff but make it as if you're creating your own civilization. (To me what's the fun in exploring something I already know in the real world? That's what I love about videogames. Their creativity, difference, and similarities.) By giving addition to the "Culture" of identity and what the different cultures could inherit, you can add in a whole lot of other fascinating things with your own choice of design. For example you could create a "Yik yik" fruit native to the "Orsik" people of "Juskar" which live high in the frosted mountains and "Yik yik" is a yellowish pink star shaped fruit that grows off a tree that looks like a "Lepidodendron" tree that has gone extinct in our world. For now the real world is a very good template to copy off of before expanding far off into this more abstract realm of creativity. Human Advancement - As years (or "x" amount of time) go by for this game, you could give it a "new era" where it surpasses the modern era into a futuristic era. When town square becomes more "of the past" thing and is considered a historic momentum to be preserved. That would be fascinating. Evolving all the architecture into something more "futuristic" looking for some areas while preserving others for other players to maintain. Then you could have pockets of people who enjoy the modern era and be considered almost like "meditates" to those who want to embrace the more "futuristic" era of the video game. You can constantly evolve the game at whatever pace you wish. Just look up "Pre War Exploration - Fallout 4" to see designs. Space Exploration - Space exploration, like a NASA site. Launch rockets & satellites, into orbit. Travel out on a spaceship (again if you wish to use the "human advancement idea" you can evolve those rocket ships into something more practical. Plasma ships. Creating a sun to harvest plasma. ect. ) go out and travel to the moon, or other "planets", Identity could even have 2 moons! Here is what it would look like if Saturn was much closer to earth. A Bigger Planet - Here is just a tip to Dev's "You don't need to worry about the size of your planet." It can be extremely tiny so long as it is a planet, this would let you guys continue on into the solar system development, THEN you could create an entirely new planet much bigger for players to go to, just have a bridge between the two planets and make up some random history that this other planet happened to fly out of it's solar system and conveniently stopped close by to the original planet. You could even make it a huge event for players to build the bridge! Then if players no longer need the old planet you can destroy it. To destroy your old planet make raiding ALL things readily available! Have a nuclear fallout! Put up warning signs for players to move over to the NEW planet so the old planet becomes a wasteland, dangerous, and apocalyptic land! Throw all your garbage on the old planet! Continue to explore the old planet! Have the old planet become a 24/7 PVP zone! The idea's are endless and wonderful! So only the mighty can continue to explore the old land for undiscovered and abandoned treasures!
  5. entertainment hall

    where would you play if you have a band?, got some good jokes but nobody to tell them to? an entertainment hall or something like that would be useful.
  6. Jazz Club

    Hello good folk, whilst listening to some very relaxing and soothing jazz/ piano music i had a very good idea come into my head. I'm going to open my very own classical jazz club, that is if the game permits me to. long day at work? looking for some late night entertainment? or maybe you and that lucky someone need an ideal place to enjoy each other's company, then look no further as i'll serve an authentic, relaxed environment with only the finest drinks to be served and the best entertainment in town. as for bar staff and other job vacancies feel free to message me personally and we can discuss your skills, if you're suited for a job and we'll take it from there. I hope to see you all soon at Bodhi's Jazz lounge.
  7. Ilyri Hang Gliding

    Circling up to cloud base on a summer's day and setting course on a long cross-country flight over patchwork fields is one of the wonders of the modern world. Landing out after a long flight using only the natural power of the atmosphere and your accumulated knowledge of the sky gives a hang glider pilot an unsurpassed feeling of accomplishment. Hang gliding has joys in store outside of the challenge of cross-country flying. In the long summer evenings pilots often congregate after work to soar a nearby hill, united in the pursuit of an hour or two's soaring in the face life's pressures - and the setting sun. To be aloft on the breeze seems to them a rare privilege made more precious by the fact that so few of the teeming millions seem to know about it. It's not really a secret; come along and share it with us! ------------------------------------------------------------------------------------------------------------------------------------------------------ FAQ's What exactly do you do? Hang glider pilots are suspended from their gliders by a special harness, and launch from hills facing into wind. Hang gliding is not however limited to upland environments. In the flatland's, hang gliders can also be towed aloft by a land based motorised winch, or behind a microlight aircraft. Whichever launch technique is used, the objective is always the same, to stay airborne in lifting currents of air. Some pilots are content to soar the hill they launched from, whilst others prefer to search out rising pockets of air, known as thermals, and use these to undertake long cross country flights. How do you control a hang glider? The pilot launches his or her machine by running to accelerate it to flying speed, then relaxes into the comfortable prone harness while controlling the glider by moving their weight in relation to the control bar. Flying a hang glider is a little more demanding than flying a para glider and not quite as easy to learn, but the machine is capable of much higher speeds and better gliding performance, and can be flown in stronger winds. ------------------------------------------------------------------------------------------------------------------------------------------------------ I am not sure how I should run this company, the jobs that will be offered to the public and I how much I should charge people for a ride but when the game is released I can plan it all out. If you want a job I can try and see where I can put you. Thanks for reading, if you have any questions then ask below.
  8. TLDR: Cut the developers some slack, they have alot on their plate and they need to put their time into the game as they have a deadline to meet. So many of you are concerned with the state of the game so far, with people asking this game is never going to be out or if it is going to be released then its going to be the year 2034 by the time that happens well here's the thing; There's a team of approximately nine people all working on Identity, and there's one community manager known as @Motown that deals with uploading pictures to all of the social media outlets , writing dev blogs, keeping undesirables at bay, answering questions on here, twitter and Facebook, and I'm also presuming he is the one that also has to edit the video together then uploads it. Essentially you could say he largely on the marketing side of the game. However on top of this he has to admin for Asylum life (Arma 3 life server) which is a huge job on it's own. Also he has to 3D model. All of the models you have seen thus far of the game, have been made by @Motown and another 3D modelist in Asylum Entertainment. So you could say he has quite a job to do when it comes to being a 'community manager'. I put community manager in quotations because he does alot more than manage the community. But still there's the fact we haven't seen a video. People are drawing the line under, This game has been cancelled omg the developers are scammers. No, actually for a small team of nine we get quite alot of information given to us. @Motown tries to answer questions about the game everyday and gives new information on it, also we are given new pictures, once or twice a month. Yes we haven't seen a video but a video takes a long time to make. Time that the devs don't exactly have. Let me use an example real quick, if you know who I am, I upload Identity videos talking about the game, and giving news on it when I can, and usually depending on the length a video CAN take around 2-3 hours. Now why do they take 2-3 hours. Well first of all, I have to make a script, seems simple but yet it's not. You have to proofread the script otherwise you'll sound like you can't speak English and I have made mistakes of letting some words slide into a video and it just makes me cringe every-time I hear it back. But you also have to have the creativity to write it. This takes a while to do. The script is also there to structure the video out, just from reading it you will be able to see how the video flows. Now you could say don't bother with a script just do it without one. Well you could do it that way. However it would be extremely unprofessional with lot's of stuttering and the devs might not get everything in that needs to be said. Then once you are done with the script you move on to recording it, recording the video time wise. It depends really. If I were to mess up a sentence and slur my words, I would have to start it again, which is pretty goddamn annoying. I usually take half an hour, give or take recording it as I do edit the audio after each cut I do. Next we go onto the editing. Honestly I'm pretty quick at editing, I kind of just get into a rhythm with it and do it. It, depends solely on the person who is editing and how well they know their software so I can't get an exact number on it, but if the video is long it's going to take a long time to edit. Finally, you'll render out the video then upload it to the media outlets, e.g YouTube. This obviously depends on your specifications and on your upload speed. So... Why am I going through this. Well it's just so people can realise how long a video can actually take. Time that could be put into 3D modelling or coding for the game. Also these times are for me and what it takes me to make a video and they're 3-5 minute videos. Granted 3 hours for me would be for a much longer video but you have to remember that this gameplay video for Asylum Entertainment would take a long time because it has to be approved by @Paratus and if it's something he doesn't like he will make sure that it's done again because well he takes pride in the game. Remember nine people work on the game. Two of which work on 3D modelling and on 'community managing'. The rest have to work on coding for the game and people are coming and going from the company if I remember correctly. So give them some slack, the devs have alot on their plate. I really do recommend going to see a game being developed. You can see the YouTuber BrandonJla create his game 'Hover Junkers' and that is nowhere near on the same scale of a game like Identity, that also has around the same amount of people working on it, also to note that Hover Junkers is still in Early access. But as the consumers we do have a right to question the developers because at the end of the day we're the investors of the game, we determine it's success, and I really do understand peoples concerns. But like I said cut them slack because they're under alot of pressure and you know we should be happy that they want to take their time with a game like this. One last thing before I end this lengthy post, if you think its a scam why in the world would they still be answering questions and uploading pictures. If I were to create a scam, I would have got the kickstarter money and ran with it a long time ago, just saying. Also remember that they have a deadline to meet, Early 2017 but expect delays. Thanks for reading this post and I do hope that it helped clear up a few issues people were having. Oh and here's the Hover Junkers devblog btw (go watch to see how lengthy a game can take as it is quite a long and interesting process: