UnionFaps
eromancer from patreon
eromancer patreon

Inner Circle Update for Oct 16 2016!

🕑 Added 2016-10-16 21:23:55 +0000 UTC

Comments

It will be at the end of October :D.

Not sure about this one yet, but I'll say it's not a priority.

The elevator at the end of V0.05 actually leads to the surface :D.

It's very specific toward MATM, so unless people had our exact development setup it wouldn't work out. The format is very nice and flexible for our internal use, but having to make the inner workings abstract for general purposes would be a much bigger project that would take away from development time. I can definitely post the code for you to check out, but without our databases (which we can't share due to asset licensing), it wouldn't be able to recognize any characters to perform operations on.

Regarding #2, see the section on Battle Customization above. Having to balance the game twice or more would be a nightmare, so what we've decided on is to balance the game for the original vision and offer extensive customization to players. Obviously, presentation here is important, since right now (and judging by your comment for instance) I think people expect the Wait Modes to be balanced similarly to Active, when in fact they change the experience significantly. EDIT: Was thinking about it, and I'm not sure I finished my point :D. In essence the new goal is to offer additional battle customization, but present it so that players recognize features that may deviate from what the game may have been balanced for, and thus that they are changing the experience on their terms (without making them feel bad for having fun with the game in their own way). In case anyone may be wondering where I'm thinking of drawing inspiration from, my shining example for this right now is the game Pillars of Eternity.

AltairPL

Thanks for the feedback, quick reply cause I need to go out, so Ero will make proper reply later (if necessary): 1) Reported and fixed, but it was minor enough that we decided not to make a hotfix for this alone and include it in 0.051 instead. 2) Battle engine will be my main task for 0.06 and this includes balance stuff. We have an idea for it, but it's hard to say how good of a solution it will be until it's actually implemented. 3) Old maps are being reworked, so they'll be more user friendly - see example renders from Google Drive folder linked in the post and new maps already in 0.05 (Observation Deck and Containment Pen). 4) This is Eromancer's call... who knows, maybe he has some plans for walking. 5) Missed one :P. 6) Probably will be, but it has kinda low priority for now. 7) We want to, but there's never enough time :(.

First af all, great work, guys! Enjoyed it very much. And now, wall of text incoming. I don't know about you plans and priorities, so I'll just list things that I think are worth mentioning. 1) A bug to begin with. You can trigger Doc's "fuse description" dialogue before restoring power if you go to an A-circut door straight away. This leads to listening the same dialogue twice. 2) Regarding "time wait" vs "realtime". I think it is impossible to have single diffulty level that will work in both modes without one of them being either cakewalk or nintendo hard, simply because playing on "time wait" is effectively the same as playing on "realtime" with perfect skill. I think the only (reasonable) option is to balance both modes separately. "Realtime" should be more reaction-based (avoid as much anal rape as you can), while "time wait" should be more strategic/resource-based (avoid anal rape right now or massive HP blow later). What comes to mind is active mitigation mechanics from WoW where proper cooldown/resource management is key to minimising damage. But that will require enabling cooldown on abilities, making resources scarce and upgrading enemies have more diverse set of attacks. 3) Visual map design. I think it's a mess right now. Maps may look cool and easy to navigate in an isometric view but in an oblique top-down projection used by RPGMaker they become impossible to navigate. A lot of times I found myself in a very confusing situations where I try to go somewhere only to realise that it is on another floor, or I am trying to figure how to get to another floor only to discover that map is totally flat. In some places one floor has completely different textures, in other there are two floors with the same texture. It is compounded by not having pronounced borders between elevation layers. Oh, and add lack of lighting at the beginning of the game and you get a very frustrating experience. As a guideline I think you should: a) Walls should have textures and colors different from floors. b) Places where elevation of the map changes should be clearly visible. c) Use different textures or different shades of same textures (as apropriate) for different floors. And some minor things: 4) Map movement speed. It feels quite right if you are exploring for the first time. But if you are doing second run or want to backtrack for some reason it's somewhat slow. Replacing "walk" button (I don't really see why we need it) with "sprint" button seems in order. 6) It would be really nice to have a map name (e.g. "Access Tunnels") written somewhere on the screen. As it is, you can only see it after you save the game on save description. 7) Quest log. Or at least simple goal list. Even simple records like "explore facility" can structure experience and remove a lot of head-scratching.

Panthear

since I am working with Daz Studio myself, are there any plans to publish the MATM render manager (Daz3D / renderosity / renderotica) or give access to inner circle members?

and one more question sorry for bombing you with them im just wondering how many builds or demos will take place in the underground facility or whatever its called. ps sorry for the improper grammar

oh and is there going to be a option to walk/run around naked? but keep the stat of wearing armor or will that be lost while being naked?

Hello Ero question about the V0.051 is it going to come out at the end of Oct or the end of Nov?

Mav

Keep up the good work, Ero. Each update sounds like you guys are doing a lot of backend stuff (...pun?), which is important. Once a lot of that is smoothed over, we can't wait to see what stuff you guys put out for us. :)

for me, its very interesting to read how the devolp goes and what issus it can make

There are base models for each character in each major outfit, and among those there are base models for each major outfit configuration. Poses can be transferred between them as a base when working on a similar state for a new character, then adjustments are made on a per character/outfit basis, sometimes resulting in a new pose entirely. It doesn't necessarily scale as badly as you may think, and this is due to a lot of conditions requiring new art being mutually exclusive from one another. The killers are anything that could cause exponential scaling (outfit + armor damage + visual state), but even then there are a lot of elements that can be reused to lessen the workload (almost to the point that it decays exponentially per image really). For example, the brunt of the work for Neon's upper armor damage was making the model. After that, it took maybe 10% of the time to create each armor damage variation as it did to create the non-armor damage version. And her non-armor damage of that outfit took maybe 30%-50% of the time that it took to do the original pose, and so on. In most cases, the more artwork we do the less work is required for new artwork. In addition, we're continually optimizing workflow, software performance, and methods to reduce any non-creative work. This new Render Manager is one of the biggest gains in that area since the start of the project, so I'm pretty excited about it.

Kevin Zogg

I'm not sure if this is the right place to ask. Ignore it otherwise, but since it's a more technical post, I'd like to comment here. As a developer and avid gamer, I'd like to know something. Seeing the artwork PDF for the first time, I was honestly a bit shocked how many single images and states there were. I guess I had never realized how many different images per character there are (though I have certainly seen then in the game). Now, I think there are a few different approaches how design/animation is done and implemented in a game. From the looks of things, you are doing the battle states per character, per outfit etc. Maybe I'm wrong, but I imagine this is a lot of work. How do you create those different states? Do you have basic models in all states and then just apply an outfit and render them? Doesn't that take a lot of time? The reason why I'm asking is, adding enemies or clothes does in my opinion not scale well. You'd need to create artwork for all combinations, which would take more and more work with every enemy or outfit there already is ingame. Maybe I'm totally wrong here and you are doing it differently. If, however, this is something you thought about, I would really like to hear your opinion or experiences. Do you think this is easily manageable, especially if the game gets a bigger variety of enemies/outfits? Edit/ Thanks for the detailed reply. Not only was it very informative for me to know how you guys handle it, but I also am glad to hear that this is not such a deal as I initially thought.

Alastair Crowley

I'm glad I've evened out in terms of income, because this is the sort of post that originally got me to pledge to you guys. I love seeing the development perspective and hearing about the background processes, even when I don't necessarily understand all of the jargon or context. I'm not much of a programmer or artist or developer myself, but I am a huge nerd when it comes to seeing systems come together. It's fascinating to me to read about all the little things you guys do to make your work easier. Keep up the good work!

Wuumaster

Glad to see it all come through the Patreon pipe. Hopefully all these workflow optimisations lead to quicker content releases! Here's hoping you nail the battle system changes relatively quickly - it's an important system and deserves as much time as you can throw at it, but hopefully it doesn't get bogged down anywhere.


More Creators