Franklinator
Member
Overtime Mode sounds great, hopefully you reach that goal.
I think we're just going to flat out do this and not put it as a stretch. it's not that hard to set up after you already design all your bosses. I'm moving toward just wanting my stretches to be non-frivolous and really substantive.
If that happens... May I suggest the poor struggling Shadowsof the Eternals? >_>yep, amazed by the response, and will not forget it. neogaf and kickstarter have made this possible. neogaf will get SOME form of reference somewhere in the game (not sure what yet, but I must do this) and I also committed to reserve 5% of the retail proceeds from Ghost Song to give to other KS projects. I'd love to money bomb someone with a great project in their darkest hour.
Could you still have an option for subtitles? Sometimes I miss out on dialogue when it's drowned in music or sound effects and non-native English speakers usually have an easier time understanding by reading.re. the characters -- there are no textboxes for dialogue at all. when people speak, it's during gameplay, and you hear them. no button prompts to "trigger" them, no cut scenes, no control lost (well, except during extremely specific, rare cases) It'll be full VO and totally ambient/natural. All this is important to me.
If that happens... May I suggest the poor struggling Shadowsof the Eternals? >_>
Could you still have an option for subtitles? Sometimes I miss out on dialogue when it's drowned in music or sound effects and non-native English speakers usually have an easier time understanding by reading.
I understand this reality, subtitles will be an option. Personally I think the "true" experience will be without them.
I love you, and Overtime sounds great, I hope we can make it!
Could you elaborate a bit on the melee part of the gameplay? A melee buton that'll have different animations depending on what you were doing before (like a dash acting as a modifier for a melee that will be a launch or something)?
Haha. If he adds multiple languages as a stretch goal, I call dibs on French.If you need someone to translate text into spanish, I've always wanted to try my hand at it http://i.imgur.com/3AQmK.gif
re. the characters -- there are no textboxes for dialogue at all. when people speak, it's during gameplay, and you hear them. no button prompts to "trigger" them, no cut scenes, no control lost (well, except during extremely specific, rare cases) It'll be full VO and totally ambient/natural. All this is important to me.
If you need someone to translate text into spanish, I've always wanted to try my hand at it
Cool, very coolI'll talk a little bit about how I'm envisioning the next evolution of the combat mechanics/controls. Please keep in mind that the game hasn't been rebuilt yet, these mechanics aren't in place yet, and it's completely subject to change.
I intend the shoulder buttons to be for dashing left or right (if you are facing left, then the R shoulder button will make you do a "backwards" dash and remain facing the same way, and vise versa). These will be ghosts dashes in a manner somewhat similar to what I have already -- In the sense that during the dash you pass through objects.
Is the empowered shot a different kind of shot or like an insta-charge? Is it possible to use Ghost Dash to get your empowered shot, melee as soon as you're out of the recovery frames to knock the enemy down, and then instantly jump and shoot down with your empowered shot? Or maybe the Ghost Dash power up doesnt' last that long?The ordinary cannon -- When not charged or empowered (charging is when you hold the fire button to build up a charge; empowering is when you dash through an enemy and temporarily power your weapon), will offer a little pushback and not be overly damaging.
My current concept of the melee attack button is it'll be sort of a "shove" -- it'll push most ordinary enemies back or make them fall down, especially in the case of regular weak mutants, who may be wobbly on their feet. Most enemies will be able to be flinched, stunned, pushed, or knocked down.
I love it, reminds me of Capcom/Platinum TPS because they don't limit themselves to be cover shooters, instead they give you several movement and melee possibilities with a lot of depth to be explored. Kinda makes me wish this game had a Mercenaries like mode, but I guess a Boss Rush mode is even better for a 2D game, for some reason I feel like I enjoy 2D bosses way more than 3D bosses in general.The flow of combat will largely involve deftly avoiding damage and positioning yourself by way of the dashes, keeping things away from you with gun pushback or melee attacks -- and looking for chances to pack a wallop, through charging, empowering, or special weapons. So -- avoidance, crowd control, look for openings to do big damage. It'll be almost like a mixture of a metroid style pew pew with some brawling.
Ok, thank you for answering!Please keep in mind that what I'm describing is sort of my starting point for where I want to take the combat -- It is completely subject to change, it is not a promise, I could change my mind tomorrow. Or maybe we'll start building these mechanics and start testing and decide it's not fun or doesn't work. Or maybe you guys all say this sounds like a horrible idea and you make me feel and I come up with something else.
So -- Take it with a grain of salt for now.
Cool, very cool
Is the empowered shot a different kind of shot or like an insta-charge? Is it possible to use Ghost Dash to get your empowered shot, melee as soon as you're out of the recovery frames to knock the enemy down, and then instantly jump and shoot down with your empowered shot? Or maybe the Ghost Dash power up doesnt' last that long?
EDIT: One more question, can you cancel the Ghost Dash animation just to get an empowered shot?
Ditto, id be happy to help on the translation, Jobbs. I also sound like young latino James Earl Jones. *wink*I can help translating text to spanish if you need it too.
Well done sir!!!
C'mon Wii U stretch goal c'monnnnnnn.
Ghost dash will instantly cancel if you let go of the button. If you do this while still touching the enemy you may be damaged by it.
C'mon Vita stretch goal c'monnnnnnn.
What it boils down to is that Nintendo is apparently seriously courting Indies at the moment, and that their dev kits come with a free "Pro" level license of the engine that this game will use. Less hassle, less investment.Can I ask why it is easier to develop for the wii u than PS4/XB1?
What it boils down to is that Nintendo is apparently seriously courting Indies at the moment, and that their dev kits come with a free "Pro" level license of the engine that this game will use. Less hassle, less investment.
I want my Mag NOW. Even if all it does is give me different ending cutscenes, I want to feed it junk. Then again, this does take away from the isolation....
BTW, Jobbs, do you have any more images of other bosses/mini-bosses?
I plan to show a couple more things, I didn't know we'd already be funding in 2 days and everything would be moving so fast -- But yeah, I plan to show a couple new things during the KS period. I'm trying to be disciplined. Also in a couple cases something is NEARLY ready to show but needs a bit of work or fixing up first, I might be doing that sorta thing if I ever get away from all the social media wackamole.
the pet is already in the game -- it always was. you can see it in the videos and gifs and stuff. the only difference is that if we reach that goal, the pet will be able to do some more things.
Little blue floating thing.
This looks fantastic! The preview video totally hits the Super Metroid lonely planet atmosphere love the music, art, and feel. I've never backed anything, but I can't wait to play this and just kicked-in.
I got way too attached to my Mag in PSO. I couldn't imagine using anything but Apsaras after having that big bastard floating around behind me for hundreds of hours.
So yeah, that feature's already a hit with me.
yep, amazed by the response, and will not forget it. neogaf and kickstarter have made this possible. neogaf will get SOME form of reference somewhere in the game (not sure what yet, but I must do this) and I also committed to reserve 5% of the retail proceeds from Ghost Song to give to other KS projects. I'd love to money bomb someone with a great project in their darkest hour.
Looking great so far. A Wii U SKU should be a no brainer too, dev kits are cheap and you get free use of Unity, Havok middleware, Autodesk middleware and Greenhill's MULTI IDE. Plus Nintendo are apparently loaning dev kits out to indies temporarily, letting developers set their own prices and released dates, not charging developers for patches and are rumoured to be offering a similar cut of sales as Steam does. Plus the GamePad would be awesome for a game like this.
If it comes to the Wii U I'll jump on it on day one, I've bought every single indie game from the eShop so far and haven't been disappointed.
Now this is awesome news.I'm close to making a decision on the wii u thing. I talked to Adelman over email. It does sound doable. Suffice it to say there are costs beyond just getting the dev kit.
I also just made contact with someone from sony and I'm going to find out what's going on with PS4 if I can.