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Messages - neonesis

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1
General / Re: Advanced weapons/stuff in demo
« on: September 06, 2012, 06:46:47 am »
How you killed those snipers on top level? They keep killing me with one aimed shot.
If you have sniper rifle, you can also kill them with one shot, as probably any other critter in the entire demo ;> Sneak is (right now) crucial to positioning and first shot, that's what you have to utilise. Also, armour helps to survive, however I doubt it will protect you from direct hit (aimed shot is always critical) from sniper rifle.

2
Development Log / Re: Dev Log #2: Steam Greenlight; Bug Fixing
« on: September 03, 2012, 09:24:40 pm »
  • Attacking SGS sentry bots will no longer mess up the faction and turn your own electroshock sledgehammer against you (it was dealing electrical damage on hit to you as well)
That gave me a laugh :D

Anyway, nice to see work being done. I have one question though - why exactly are you against subsequent-release-builds-for-supporters (minecraft-model) model of selling/funding? (It sounds like you are, can't say for sure)

Without new features, content, bugfixes, et cetera, the community that has settled here will slowly fade away, and there will certainly be less newcomers.

With such release builds, you also get free bug-testing each release, thorough feedback each release, effectively making it impossible for your game not to succeed (unless you decide not to listen to community).

What are your thoughts on this?

3
General / Re: Steam group for UnderRail
« on: September 01, 2012, 08:34:04 pm »
Nice to see that! Also, please fix the hyperlink, since it contains %22 at the beginning, and most browsers can't open it properly ;>

4
Discussions / Re: How did you find out about this game?
« on: August 31, 2012, 10:18:13 am »
Starfarer forum.
Huh, so I managed to bring someone here! :)

5
Suggestions / Re: Stances
« on: August 29, 2012, 10:57:09 pm »
Also, I don't think it would enrich the gameplay *that* much. JA2 was mainly a tactical, turn-based shooting game. This is more of an RPG.

For comparison - original Fallout didn't have stances, because it didn't need it. Fallout: Tactics however, had, because it was tactical, team, turn-based shooting game.

6
Bugs / Re: Package delivery mission and the burrow lair
« on: August 29, 2012, 06:50:21 pm »
Burrow: keycard is in posession of NPC Gorsky at the SGS base. I think if you have high enough persuasion you can get it from him... to enter the last area in demo.
And also the deadlies one (not counting the friendly areas, such as SGS) ;>

7
General / Re: Advanced weapons/stuff in demo
« on: August 28, 2012, 05:39:28 pm »
2. Put it utility slot, and click on it/press a key.

Thanks that works. Cool effect.
Yeah, although I wish it worked like Stealth Boy in Fallout. Right now it just gives you a bonus to stealth and evasion :<

8
Other Games / Re: What type of player are you?
« on: August 28, 2012, 05:23:30 pm »
After playing Spec Ops: The Line, I am very different player than I was before.

I will try to sneak, hide, or persuade to avoid any bloodshed. I will not kill any NPC, unless it's critical situation, and shooting is necessary.

Sure, sometimes I just go on a rampage in a Team Fortress 2/any-other-online-FPS, but that's completely different matter - I shoot entirely for fun and competition.

As for other aspects of games - I collect all items, going to town and selling, then going back, if I can't carry them all (Oblivion, Fallout 3+). I also create tons of characters, most of who don't even reach level 2. Designing characters, that's what I enjoy the most.

Also I love lore, playing with lore rules, immersing myself in the world (Being Imperial Vampire in Oblivion) et cetera.

9
Suggestions / Re: A map
« on: August 28, 2012, 05:15:50 pm »
I was thinking more of a map of zone connections - local navigation is easy, as you said, because you can just scroll around. Navigating between zones however might get tricky at times. Northern caves are perfect example, it's very easy to get lost, because of interconnections and secret passages.

10
General / Re: Advanced weapons/stuff in demo
« on: August 28, 2012, 05:13:52 pm »
1. Haven't found any, maybe there were not put in the demo.

2. Put it utility slot, and click on it/press a key.

3. Sniper rifles, although I haven't seen any that uses 12.7 mm ammo in the demo yet.

11
General / Re: Technology Used in the Making of Game
« on: August 27, 2012, 05:24:34 pm »
C# is a great language and well worth using.  I was mostly curious if there would be a move from XNA to using a more direct C#/DirectX combination as the game matures to gain more control, efficiency, and simplicity.  Such a move would make the game more portable and reduce the system requirements greatly.

I don't think there would be enough gain when it comes to performance and requirements, when compared to the loss of "easiness" XNA provides. And there is a lot that XNA does for you, and/or makes easier to code/manage.

I mean, it's not like UR is in some way heavy on CPU or GPU. I'm running it on netbook, in 1920x1080. It's pretty much all I can ever ask for.

About compability - using direct DirectX would probably allow you to run UR on Linux, under Wine. And... as far as I know, that's about it?

12
General / Re: First impressions, suggestions.
« on: August 27, 2012, 01:55:38 pm »
words of appreciation
You might want to use at least google translate to write your posts in English - I doubt there are many people here that understand Russian :/

Translation (Google):
Quote
The game is great! 1:00 game and I can `t come off the hook and got stuck on a quest through the water perepravay there nepoymu do not know because that osbo English but I neperistal play it after and then 2 hours until nezastryal here on this and a couple kvestov.BOLShAYa PLEASE ASK AS POSSIBLE russifitsirovat game players will increase 100 thousand I think so because that game is just flying off mE 28 YEARS and I sat down to play and forgot about time. more about crafting anything nekraftitsya unclear, although the interface is the function or maybe I misunderstood what? But in general, once again thanks to the developers for this idea!

13
Bugs / Re: Combat mode, stealth, and Snipe feat
« on: August 27, 2012, 01:09:25 pm »
Actually the bug it seems is that for certain high caliber snipers the AP cost of the snipe attack is greater than 50. Are you using 12.7mm one?

I'll be sure to fix this.

Or your AP are lowered by something, such as wearing an armor you don't have enough strength for.
I used the 8.6 mm one (haven't seen 12.7 mm sniper rifle at all in demo). But yeah, I remember AP cost being 55, just didn't think it was the cause of a problem ;>

14
General / Re: Technology Used in the Making of Game
« on: August 27, 2012, 01:07:37 pm »
XNA works just fine and C# is amazingly productive language that is well suited for programming complex systems such as RPG games. I have no intentions of changing the technology I use in the foreseeable future.

The only downside of using .NET/XNA is that it's not portable to other systems. I haven't had a chance to experiment with Mono yet, though.

As far as I know, Mono doesn't support XNA. It's pretty much bare C# libraries, plus Windows Forms (no WPF).

15
Bugs / Combat mode, stealth, and Snipe feat
« on: August 27, 2012, 11:55:03 am »
As the title says - if you turn on stealth, then engage combat mode, you cannot use the Snipe feat. Which is incredibly tedious, because aiming with it takes so much time, many creatures dissappear somewhere in darkness while you're pressing F, choosing, and then trying to catch it with the cursor. And then the aiming timer.

Bug, or working as intended?

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