Brahms
I can't start laughing
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I'm Johannes Brahms and I died in 1897
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« Reply #45 on: September 23, 2012, 11:46:23 AM » |
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terror
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« Reply #46 on: September 23, 2012, 12:24:16 PM » |
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( ͡° ͜ʖ ͡°)
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CruelCow
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Move along. Nobody suspicious is here.
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« Reply #47 on: September 27, 2012, 07:34:38 PM » |
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New option in the menu: Show beacon paths on hover.
Turn it on, it's a godsend
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Millicent Bystander
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WDG Conception Expert
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« Reply #48 on: September 28, 2012, 12:42:30 AM » |
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Got it = addicted.
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I find myself stark naked except for a pair of latex gloves attempting to pull on a pair of red tights on in my parent's spare bedroom.
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Brahms
I can't start laughing
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I'm Johannes Brahms and I died in 1897
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« Reply #49 on: September 28, 2012, 07:48:43 AM » |
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Don't worry, you'll be bored in about a week.
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Power
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I like... babies?
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« Reply #50 on: September 28, 2012, 07:13:50 PM » |
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For Brahms is the ultimate benchmark for game quality.
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Brahms
I can't start laughing
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I'm Johannes Brahms and I died in 1897
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« Reply #51 on: September 28, 2012, 10:53:41 PM » |
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It's a good game for the week that it's a good game for. But staying power is not something it has.
Would make a good mobile game though.
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fraac
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« Reply #52 on: September 28, 2012, 11:15:15 PM » |
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It needs to be longer. I think maybe they weren't confident that the basic mechanics would be so compelling, so your ship quickly gets overpowered. Could stretch it to 50 sectors, just slow everything down, and it would still be great.
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Karthus
Sound the bigplaysiren
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Tommy thinks I can make movies
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« Reply #53 on: September 28, 2012, 11:20:23 PM » |
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The content in it is just laughable and not worth the price at all. Could be a great Browsergame but I regret spending more than 5 Euros for this.
Makes me wonder why they cashed in 200k at their Kickstarter. There is nothing of exceptional quality to it.
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Brahms
I can't start laughing
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I'm Johannes Brahms and I died in 1897
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« Reply #54 on: September 28, 2012, 11:27:23 PM » |
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Also I actually am the ultimate benchmark for game quality.
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discordance
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« Reply #55 on: September 29, 2012, 12:11:47 AM » |
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If you look at the alpha posted on kickstarter the game was practically finished. Apparently they needed 10k to setup their company (they are china based so i imagine they have to pay a fair amount to get past red tape). And to pay their sound guy. Sound and presentation does nothing for this game its not nearly polished enough so that was a waste of time. I read a recent interview (august) on rps with them and their response is pretty terrible. In fairness rereading it they don't say they won't do significant post release updates but the fact that they ignored that part of the question is a bit worrying. Considering the money they received and the sheer lack of depth to the game I hope and expect they spend at least another year on updates to the game before moving onto something else. RPS: You started pretty low and ended pretty high on Kickstarter: what were you initially hoping Kickstarter would provide? What was the plan for those funds?.
Justin Ma: We had been living very cheaply for the first year of development but even so our savings were wearing thin. We needed the money to formally set up the company, buy licenses and pay our sound guy for his work that had been mostly pro bono. I thought hitting our goal of 10k was not unreasonable and when I felt particularly optimistic I hoped for 18-20k.
Matthew Davis: I wasn’t sure what to expect from the Kickstarter. $10k sounded like a healthy, reasonable goal, and the $200k we achieved is still difficult to believe despite it being months later.
RPS: And now? Are there grand plans? Can you point to a part of the game that will benefit more than you’d thought?
Justin Ma: Since we were so close to a finished product we didn’t have the leisure to rethink our entire development plan. That being said, we greatly expanded numerous aspects of the game. It’s been great to have the freedom to purchase a good sound library without feeling guilty or eating ramen daily. Our writer consultant, Tom Jubert, has helped us flesh out the setting and has added a lot of character to the various alien races. We’ve been working with Ben Prunty to greatly expand the game’s music. The tracks now dynamically change as you go back and forth from combat to exploration, which has really helped the atmosphere. And perhaps the biggest benefit was that the Kickstarter allowed us to get our Beta on Steam so we could have extensive testing over the past few weeks.
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Brahms
I can't start laughing
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I'm Johannes Brahms and I died in 1897
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« Reply #56 on: September 29, 2012, 09:05:52 AM » |
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The music is pretty decent to be fair.
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discordance
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Curious
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« Reply #57 on: September 29, 2012, 10:26:27 AM » |
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I don't think it adds to the game much though. You are just clicking through stuff as fast as possible by the end, and theres not much atmosphere/connection to the game world. Its undue polish when the game itself needs more work.
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Karthus
Sound the bigplaysiren
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Tommy thinks I can make movies
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« Reply #58 on: September 29, 2012, 10:59:58 AM » |
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The music is my favourite part about the game, as sad as that is. It gives me Uplink-vibes.
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Brahms
I can't start laughing
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I'm Johannes Brahms and I died in 1897
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« Reply #59 on: September 29, 2012, 12:57:30 PM » |
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I agree w/abda.
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