AcceptableGhost
Member
Was expecting something more God Hand-ish. Very disappointed.
I'm facing a pretty uphill battle with this stuff, from a PR perspective.
Obviously, voice recognition will never be as accurate as a button press. However, the game isn't about doing things that you would *normally* do with buttons...you don't fire a bullet by saying something, you don't duck by saying something, you don't reload by saying something.
The whole conceit of the game is that you're a field commander, and you *would be doing these things with your voice*. You're not micromanaging your troops; the AI does that. And if the voice recognition system fails every now and then (4%), well, sometimes your soldiers don't hear you. It's a level of immersion I'm going for, while taking every care not to frustrate players by having the AI unable to do simple tasks for itself.
Edit: And of course, Ultron.
Yep me too. Bookmarking to back tomorrow when I'm on my laptop.Scored a free copy of Sequence via NeoGaf and played it more than I should have for the price of 'free'. Backing for more Ronald Jenkees, Ky, and Naia.
Will Wheaton.
Just grabbed a 3k backer...up to 17,400. = D
For the record, yes, there will be a level in which your visual capabilities are jammed by an enemy, so you have to pull up blueprints and guide your units through a bit of a labyrinth situation...all audio. = DStuff
Maybe if you make a sequel (There Came An Echo Of An Echo?)...
For the record, yes, there will be a level in which your visual capabilities are jammed by an enemy, so you have to pull up blueprints and guide your units through a bit of a labyrinth situation...all audio. = D
There Went an Echo.
I mean, obviously it would be more difficult to differentiate. The main units' names are designed to have little phonetic overlap...you can overwrite this, if you want to, I guess, but it might lower accuracy a bit.I am quite impressed by how well the voice recognition stuff seems to work. I also realized selling that would be the hardest part of this.
I am a bit curious on how well it would take more subtlety similar commands, like if you call one guy Wang and one guy Yang for example, yet I can go about preventing that situation myself.
Backed.
No, this is a little too dicey. However, we'll be placing named nodes at any points that seem like reasonable cover points, so you can direct them there.Will you be able to use objects on the map to direct them? Like 'take cover behind that vending machine?'
I mean, obviously it would be more difficult to differentiate. The main units' names are designed to have little phonetic overlap...you can overwrite this, if you want to, I guess, but it might lower accuracy a bit.
You'll notice I'm using the phonetic alphabet, which I'll encourage players to do. It's very easy for the system to confuse "B", "C", "D", and "E", so I'll teach players the first six "letters": alpha, bravo, charlie, delta, echo, and foxtrot.
No, this is a little too dicey. However, we'll be placing named nodes at any points that seem like reasonable cover points, so you can direct them there.
Edit: Dat 2nd 3k backer!
No, this is a little too dicey. However, we'll be placing named nodes at any points that seem like reasonable cover points, so you can direct them there.
"We" (as in, the program) can easily add or subtract nodes as necessary...we already do it, temporarily, in pathfinding calculations.Interesting. So the nodes are all preset then? Any chance of being able to "look" at the map and set up your own nodes pre-mission? Or add a node on the fly to respond to a tactical situation?
A random thought which was in the back of my mind when I first saw the prototype video but has now crystallised into something more substantial. I'm afraid there's going to be a touch of fantasy-game-design here, and it's probably a significant sign that I should never be let anywhere near designing a game ever again!
One of the things I've always been curious about is the idea of a game that has absolutely *no* fourth wall; that is, the player *is* a guy sitting at a computer screen, and the interface the player's using makes perfect sense. Hacking games in particular do that, of course, but they're few and far between! Command & Conquer - the original - sort of does that but doesn't commit to it, with the theming that you're not installing "Command & Conquer", you're installing the "EVA Software", which then connects you to lots of TV channels before choosing to interface with one or other of the two subliminal broadcasts behind the scenes.
Aw shit. I'll just attribute this to it being a relatively reachable 'highest' tier backing phenomena with very limited availability at the current growth rate making it desirable.Edit: Dat 2nd 3k backer!
For the record, yes, there will be a level in which your visual capabilities are jammed by an enemy, so you have to pull up blueprints and guide your units through a bit of a labyrinth situation...all audio. = D
Have you ever played Uplink? It's an older hacking game made by the people who would go on to make Defcon and Darwinia, where you're working through a remote desktop on another computer to protect your identity in case you screw up. There's no game over screen, because if you fail, your save (represented by the remote computer you were working on) gets wiped. Everything is handled through your computer interface. There's even an in-game IRC client. Here's some gameplay if you're curious.
Well playedI waited to become backer 1,000. Woo![]()
It's cool. No worries = D
We just put up Update #3! It includes a new option at $60 (Digital Commentary Track), an option for a DRM-free version of the game upon release, and this video:
Command Aliasing
Yes. Him.Is this the same Ronald Jenkees that looks somewhat like a guy with Down syndrome, but is an actual wizkid on the keyboards? That Ronald Jenkees? I had no idea he was into this kind of thing. I've followed him on youtube for years, and i'm still wondering if it's an act. The guy's fingers are on fire.
EDIT: i guess so
Maybe?does DRM free mean gog? can it?
I just aliased "Ban that motherfucker" to "open fire", and then aliased "Bishoptl" to "Corrin".
I think the pack-sharing via the Workshop is going to be a great idea.
You read my mind regarding that commentary track. I was going to come in and complain it was priced too high earlier, but thought better of it. Thank you! =DIt's cool. No worries = D
We just put up Update #3! It includes a new option at $60 (Digital Commentary Track), an option for a DRM-free version of the game upon release, and this video:
Command Aliasing
The game is heavily, heavily linear. It's a lot more narrative-focused than I think I'm letting on...I have to do so much talking about the voice recog stuff that I can't even talk about the script and its twenty mindfucks...but the differentiation between cutscenes and tactical battles isn't as clearly delineated as all that. Lots of important banter happens during gameplay, and cutscenes might suddenly explode into action...you've always got to be ready. There's also a point before each mission (except the first two) in a weapons cache, where you can modify your loadout and possibly other things we haven't quite prototyped yet.Ok, I've been doing a little bit of thinking about this game overnight, and have a few more questions. I don't know if you'll be able to answer all of them (you said earlier you hadn't "nailed" all of the gameplay elements) but I'd appreciate any answers you can give.
The games structure, is it story sequence>tactical battle>story sequence>tactical battle? Or is there something else, like optional missions? Basically, is it completely linear or is there some deviation?
Your squad, the 4 -- Grace, Corrin, Miranda, Syll -- are the only soldiers available to you, it would seem. Which begs the question, what happens if one of them dies? Mission/game over? Or are they simply incapacitated? Do they have stats, specialties, anything other than personality that sets them apart?
I take it the maps are going to be hand crafted, due to the nature of the voice control and the nodes/environmental hazards? No randomisation? Are you always going to be able to see the enemy? In the prototype, they appear immediately at the top of the map and are in constant view. I can see how it would be a lot easier to formulate a strategy when you know where the enemy are, but I imagine it would be interesting if line of sight were used. For instance, you round a corner and are suddenly fired upon, you scream "Get the fuck back to delta!", or something to that degree. You know, heat of the moment, intense type thing. Or, it could just prove to be frustrating... I don't know.
This just makes me think of that Ubisoft game Endwar. Voice commands are a novelty, a novelty that doesn't work very well and doesn't add anything to the game.
Sorry Feep, I'd love to support you but voice commands are pants.