Cool
#8103 posted by Zwiffle on 2015/01/20 17:56:16
I checked out their website before, good to see their kickstarter is up and running. Hope they actually finish, I'd be interested in it definitely.
The kickstarter video was too awesome.
#8104 posted by Lunaran on 2015/01/20 19:24:40
#8105 posted by Lunaran on 2015/01/20 19:25:17
also, when I saw "randomly generated levels" in that video I thought "ah, great, no thinking level designers involved."
WTF?
But that's wrong.
#8104
#8107 posted by Kinn on 2015/01/20 20:36:39
Heh, that's great. It also reminded me that words like "toughest" and "challenge", which were all over game ads in the 90s, are words that you will never see in modern game advertising*.
*Dark Souls is maybe the one exception.
#8108 posted by [Kona] on 2015/01/20 21:25:48
That is actually a very cool trailer. Got to laugh when they have concept art vs reality side-by-side and the concept art looks 100 times better than in-game.
Randomly generated levels... no thanks.
#8109 posted by - on 2015/01/20 21:30:44
You see it a lot in indie games actually. It's usually a keyword for 'Our levels are a bunch of instant deathspikes everywhere'
Anyway, Strafe looks like it could be okish in a mindless fun way, but it won't be some second coming of Quake. Certainly not with level design that is likely going to be a bunch of generic Doom rooms stuck together via algorithm. Leave that stuff for the dungeon crawlers please :(
^
#8110 posted by - on 2015/01/20 21:31:38
I was referring to not seeing 'tough' and 'challenge' in game ads.
#8111 posted by necros on 2015/01/21 01:44:58
levels in hellgate london were random but still looked pretty cool
From A Development Standpoint
#8112 posted by ijed on 2015/01/21 02:34:31
It sounds like the toughest challenge to make a roguelike FPS.
Good luck to them.
#8113 posted by anonymous user on 2015/01/22 13:37:21
It sounds like the toughest challenge to make a roguelike FPS.
Indeed, I was playing Binding of Isaac and thought how cool that would be in Quake. But then you start thinking how to put those things together, it really isn't trivial.
Ziggurat!
#8114 posted by DaZ on 2015/01/22 14:40:36
Feel Free To Hand Out Some Gifts Then
#8115 posted by negke on 2015/01/22 15:38:18
Meh
#8116 posted by bal on 2015/01/22 19:37:28
Ziggurat is just a series of box rooms though, it's a good example of why it's harder to do rogue-like in FPS.
Strafe
#8117 posted by Killes on 2015/01/22 20:21:22
Oh my fucking god I am dying.
https://www.youtube.com/watch?v=VHbpdKiInn8
This looks very very excellent, and the trailer is just perfect :)
#8118 posted by JneeraZ on 2015/01/22 20:33:08
It was even better about 10 posts ago.
Ooops, Got A Bit Carried Away :D
#8119 posted by Killes on 2015/01/22 21:15:06
I Should Have Guessed.
#8120 posted by Shambler on 2015/01/22 21:21:08
That the People's Champion Of Mediocrity would be liking that one :(
#8117
#8121 posted by JPL on 2015/01/25 15:05:11
Awesome !!!
#8122 posted by anonymous user on 2015/01/25 16:02:09
trailer is cool, game might work, too little enemy variety and I would rate monster design a big round ZERO for the moment. Monsters are important in this sort of game so I hope they will fix the design issue
#8123 posted by scar3crow on 2015/01/25 23:04:35
I've been following it for a while and have hope. It seems to be a compromise between various styles. The levels are randomized, but the chunks are designed by people who are explicitly level designers, from what I can tell. The individual chunks have randomization in terms of what portions are connectors, ambushes, or secrets.
The weapon and monster design are far from exciting, but from what I've gathered the weapons they've shown are just "default" ones. And the bestiary at present is just for the first section of the game, on the space ship.
I'm partially interested because of the technical challenge in making interesting spaces with procedural generation, and having a gore system with splats, dripping, and what not where things don't expire. Including shell/bullet casings.
I'm just glad to see something that is focusing on mechanics, and isn't taking a dump on old IPs in the process.
#8124 posted by Lunaran on 2015/01/26 02:52:53
Hm! I might have been too quick to dismiss. I guess random generation isn't necessarily design copout, because it depends on what's randomized and what isn't, but given the glut of roguelikes lately it seemed the likeliest case.
#8125 posted by scar3crow on 2015/01/26 21:08:03
Their composer did an update on the KS.
"I found my old Quake disk and remembered how amazing and creepy that soundtrack was. It's become my go to when I take a break from working on STRAFE. I think it's been working it's way into what I write for STRAFE and we all couldn't be happier..."
Witcher 3
#8126 posted by Shambler on 2015/01/26 23:24:19
"15 SECONDS of amazing gameplay". And a lot of wandering around talking.
https://www.youtube.com/watch?v=Jz_i7vMsqnA
Looks kinda cool. The geese look fucking brilliant.
Infinifactory
#8127 posted by bal on 2015/01/27 11:01:53
Anyone who liked Spacechem, or who likes puzzles and building things, should go buy Infinifactory and then try (and fail) to beat my scores.
http://store.steampowered.com/app/300570
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