Surprised that this hasn't been pointed out before:
(image)
Saying that it's "inspired by" the thing you're copying doesn't mean you can just straight up copy it.
I don't know, I don't mean to badmouth other indie devs, but...
Hate to bad mouth other devs, but...
Soultron said:7 years in development might as well be 7 years of whitespace on your resume.
Some of the engine stuff is kind of neat, but the art is awful, the game sounds generic, and being under development for most of a decade without releasing is very bad. A little surprised that so much money has been raised already, but I have noticed that kickstarters that offer Dreamcast games tend to do better than you would have otherwise expected.
EDIT: The poor 2D sprites in a 3D environment reminds me of one of the earliest XBLIG RPGs, Star Cross - http://marketplace.xbox.com/en-US/Product/Star-Cross/66acd000-77fe-1000-9115-d80258550448
I do not see this as good PR, since your account basically represents Zeboyd games.
I'm pretty sure the core team has been working as programmers and IT at R&D labs for years while they were doing this work without pay.
Originally Posted by Feep
I don't know, I don't mean to badmouth other indie devs, but...I don't get why people say this and then continue to do so.Originally Posted by soultron
Hate to bad mouth other devs, but...
Some of the engine stuff is kind of neat, but the art is awful, the game sounds generic, and being under development for most of a decade without releasing is very bad. A little surprised that so much money has been raised already, but I have noticed that kickstarters that offer Dreamcast games tend to do better than you would have otherwise expected.
EDIT: The poor 2D sprites in a 3D environment reminds me of one of the earliest XBLIG RPGs, Star Cross - http://marketplace.xbox.com/en-US/Product/Star-Cross/66acd000-77fe-1000-9115-d80258550448
ALL copies of Elysian Shadows purchased through Kickstarter include an exclusive Legend of Zelda-inspired "Master Sword" starting weapon!
Why are they doing the art like that instead of like the many examples from the 32-bit era that showed how to do sprites on a 3d background properly? This just looks fucked up.
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$280,000 Soundtrack & SFX Production Equipment
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Help our soundtrack creator, Connor Linning, get his hands on the same vintage synthesizers and samplers used by game composers such as Yoko Shimomura, Akira Yamaoka, and Masami Ueda in games like Super Mario RPG, Kingdom Hearts, Parasite Eve, Silent Hill, and Resident Evil, so that we can dig deeper into perfecting the nostalgic and classic side of the music's atmosphere we are striving to create.
=========================================================
This sounds lame on every level be it unnecessary name/game reference, wasteful, counter-imaginative, immature - more cash: "Yeah some synths I want, because JPN devs used them on old games, why not"
With what's huuugely available on a desktop alone now compared to buying 90s synths and samplers and that's the area to spend extra funds on..... Like you're really limited with what you have available? lol-: Hire a better composer if that's genuinely the case.
Despite my earlier posts in the thread I'm not one to pile on top of a bandwagon in public, so let me offer some constructive criticism on that. While there's always a market and a reason to pursue a certain style or era, above post nails it that it's more about mindset than hardware. "Vintange synths" and "SFX equipment" (???) make about as much sense as saying you need to get Windows 3.1 MSPaint to do pixel art.
I share album credits with two of the three composers named, and I can tell you straight out that no one in their right mind wants to go back to the limitations of an era past. Completely different argument from e.g. using an actual Game Boy to generate your synth tones for chiptune compositions, and even then a Game Boy doesn't cost all that much, nor does circuit bending break the bank.
Akira Yamaoka's work on Silent Hill (especially 2 and 3) does get very ambient, with a lot of sound design elements, but that honestly goes back again to mindset above hardware. Recreating that vibe with the tools available in this day and age is so much simpler and efficient. Not to detract from how groundbreaking those works were for their time, obviously.
I don't think I can take a Kickstarter seriously that puts Dreamcast so far ahead of current gen platforms and handhelds. It... Baffles me.
So basically, these guys are showing they don't know what they are doing?
Lead engine developer here...
I appreciate the two of you who wished us good luck and showed us support... I actually lurked around these boards watching for basically the entirety of the campaign, unable to respond to your questions (well, insults), because my account was not activated.
But it's all good now, we're funded, so there's not really anything to defend here.
I did want to take a second and mention my screw-up on the first batch of screenshots. Many of you rightfully criticized the original 3D perspective screenshots. The OP is a buddy of mine who wanted to help spread the word. I basically sent him a giant folder of random screenshots we had amassed, without realizing quite a few of them were from incomplete, unpolished builds of the engine when we had first introduced that perspective.
From a technical standpoint, the billboarding was off, initially. Characters and sprites were aligned to world-space, instead of camera-space, making them appear distorted based on their positions relative to the camera. I think most of you were too busy attacking us to notice that they were fixed, but they have been. My apologies for that, and I take full responsibility for the first batch's ugliness...
Anyway, keep keepin' it classy, NeoGAF!
I totally LOLed. I want to be mad, but it was genuinely funny.Sorry man, we can't keep it classy when the game looked like garbage ¯\_(ツ_/¯
Congrats on the funding btw
is it just me, or is the shadow-movement a bit off?
It starts moving, when the character is moving, not when the screen/viewpoint of the player is moving (pretty clearly at the beginning of the gif)
That was actually just a demo animation to demonstrate the lighting engine... It was positioned like that just to emphasize the pixel perfect shadows.Yeah really weird artistic choice. The shadows move the way they do because there's a spotlight positioned just off the bottom of the screen that is tied to the PC's horizontal position for no logical reason. Does not look good at all, why the hell are they even showing it off at this point? It clearly needs more time in the oven to match whatever fuzzy vision is floating around in the art directors head.
[...]
Yep, I'm the engine guy.you are from the team?
can you please elaborate, how you try to finance WiiU, PS4 and Xbox One ports with $30000? especially with a physical release? and what markets will you sell those versions?
Yep, I'm the engine guy.
We actually have a publisher, Watermelon Corp, who is producing our physical copies for the Dreamcast (professionally pressed discs, color instruction manuals, it will look like a legit DC game from 1999). They are the folks behind Pier Solar HD, also targeting all of these platforms and consoles. They have been kind enough to offer to publish us on these consoles, so we will not have to pay for licensing fees or development kits, as we would be going through them.
From an engineering perspective, targeting these consoles will more or less be a joke to us. I developed the entire engine from the ground up being completely cross-platform, and have written an API that allows us to very easily port ES to any platform we please... Especially after targeting a console with the limited specs of the Dreamcast, the newer ones will pose no challenge.
I'll give you an example of how this works. We recruited a mobile developer, Eddie, for the OUYA and Android builds. He never touched a line of code from our engine (he didn't even have access to it), but he reimplemented the API for our mulitplatform framework (I called it libGyro) for the Droid devices, and boom, suddenly we had the game running on Android and OUYA without anybody having to stop developing the game itself or having to write a single line of platform-specific code.
This framework will also be released open-source, so using it for your games will automatically allow you to run on all of these platforms, and you can reimplement the library yourself to allow all the games using this framework to run on something like the Wii U...
edit: We never said anything about a physical release for these platforms.
Yep, that's correct. Also, if we don't have sufficient funds, we may have to stagger the releases for different regions... although certain people on the inside tell me that if you ask them very nicely they are sometimes willing to cut you a deal. Haha.thanks for the explanation. It makes much more sense with a publisher behind the devs. I assume they'll also pay for the age ratings? depending on which regions you'll publish, it can get pretty costy, although digital is almost everywhere cheaper than physical releases
That was actually just a demo animation to demonstrate the lighting engine... It was positioned like that just to emphasize the pixel perfect shadows.