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CrisRo

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Posts posted by CrisRo


  1. @Exenius

     

    I don't play on my Xbox One, but on the PC version due to NPC's being buggy this early into development. There have been several instances where I have to talk to an NPC a couple of times before I get the option to turn in, or sleep underground, talk to the NPC, and then he gives me the option to give him the quest item.


  2. I've noticed that some things do respawn or rather, that it seems there is a bug with their spawning depending on the day - but I've only noticed it in the starting area in the abandoned houses. Like 4 bottles of alchohol, 4 metal bits, and 4 duct tape all spawned on top of a chest of drawers. This usually only happens if you are at like, day 18 (but the bugs become more apparent for me the later in the playthrough).

     

    Food is an interesting concept - but, it should be tied to if the NPCs are alive or still residing in the home. Doesn't make much sense if their cupboards are refilling but no-one is home. It could be a sort of a stealth play reward.


  3. @sonthuong

     

    Multiplayer tends to be a jabberwocky of a problem in and of itself, from a game coding and development standpoint. I'm not sure how easy UE4 makes it, but I've heard a lot of devs discuss the difficulties when developing their games. Especially releasing later into the development cycle. It seems like a feature best implemented during the planning phase...

     

    Then again, I'm pretty sure that is true of any feature at all xD


  4. @CaraBug

    Right now the map is buggy (doesn't properly populate all events, quests, etc) as are the NPCs. Something I wonder is that when going for realism, if an NPC doesn't explicitly mark your map - it would be nice that after obtaining the quest, it would make a note on the map after visiting the location when the quest is active. Maybe you don't notice it, but Arthur does.


  5. @Everyone thanks for the condolences, but that is life. More the point, it would be interesting to see his memories have more a more visceral effect than just a line or two of dialogue about lilies or wanting to have been on the train with him. I am sure everything is already fleshed out for this in the story though.


  6. Question - but do we see this wear on our dear protagonist?

     

    It's kind of sad, mostly silly, and some serious oversharing, but I was pretty heavy on anti-depressents after the passing of my fiancé. As I came off, everything had an associated memory that at first I didn't fully understand until time passed. She would text me every day between 9:00 and 10:00 after she woke up (she did some admin stuff as a part time job and it required later hours), and for the first few months I always felt sad around that time of the day until I realized why I was sad and was able to work through it after that point. Is something like this going to happen to Arthur as the game progresses? Memories are strong and in his situation, those floodgates (I can imagine) would be near unbearable.


  7. Hands down, Crono Trigger. It turned me on to story telling through video games a media and I learned how immersive and important a story is. Unfortunately, it also made a big ol' nerd - a fair trade off though, given everything. I had an SNES and as a kid begged my mom to troll pawnshops to find SNES games. It was a downward spiral. At 14, I bought myself BG:2, got into D&D, and became a life-long nerd................

     

    Best decision ever.


  8. @fromthewoods

     

    Actually, I think I was 19 and not a big part of the online community when Bioshock was released on PC. I think we are about the same age, actually. If I had to guess, you might be a year younger or older at best.

     

    I do get what you mean though. I just don't think we can really hold it against newer players to need second wind to get the full enjoyment out of the game - even if it is a bit cheap.


  9. So, normally I'm the guy that plays as Lawful Good in video games. I always want to be the white knight, the hero that saves the day and has unshakable morals. We Happy Few has put me in a position where that is equal parts impossible and impractical. So for me, to be honest, I feel like playing a normal run through is the worst thing ever.

     

    Putting people in a sleeper hold in front of their campfire to scrounge for food that hasn't spoiled

    Attacking police so I can be the Bobbie TCG National Champ

    Stealing from anywhere and everywhere, and brutally murdering anyone who dares to give me a second glance

    Beating an old lady to death with a cricket bat because SHE WOULD NOT SHUT UP

     

    ..... I am become horrible people


  10. @fromthewoods

     

    That's a solid comment! I think second wind works the same way in hardcore and softcore mode, so it is crazy useful to the uninitiated.

    I dunno how I feel about the vita chamber bit though, since they are essential to the story (the one unplugged in Andrew Ryan's office is fun to think about).

    I get what you are saying, but they also served as a lore device. If you haven't figured out by now, I'm a stickler for lore ;)

     


  11. I'm seeing this pop up rather often on this board, scripted events currently need a lot of TLC and I have full faith that the devs are working out the kinks.

     

    Every game I've played so far, if I had Ralph spawn, then on the same island was the apple tree. If the apple tree is on your map (there won't be a marker), then you can beat the three bobbies and jack the constable's keycard from one of the crates by the fire. That will open the door and give you a way around the joy detector/power cell part of that gate.


  12. Right off the bat, great job - I am absolutely loving this game. I've been a huge fan of dystopian anything since I was a boy in highschool.

     

    A few questions I've had bouncing around my head that I would love some feedback on:

     

    How difficult has it been to create a procedurally generated game in UE4? From my inexperienced standpoint, it seems easier to create a static world.

    I wonder if the game being procedurally generated is particularly difficult to deal with scripted events (Quest/Events/etc).

     

    Having your game compared to the BioShock series (and by extension, the System Shock series), seems like a double edged sword. For a small studio, it seems like both a high honor while at the same time raising the bar above what is normally expected from an indie studio. Thoughts?

     

    Lastly, what is the most difficult day-to-day challenge at this point? The long hours? The expectations or hypetrain? New ideas that have to be sidelined?

     

    If you have time for a few words, awesome. If not, awesome - you are focused on what I believe could be the next big evolution of roguelikes and story driven procedural content and there a ton of us that love you for it!

     

     


  13. To be sure the game is VERY buggy at the moment. It's also in alpha and some twenty-odd percent complete. It is important to bring up and vote on bugs, so that the developers can fix this as they move forward with the game. So, unfortunately bugs are going to be a big part of the game, likely until they are at some 70% of the way through the final release.

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