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Jsonedecker

Member Since 22 Feb 2007
Offline Last Active Private

Posts I've Made

In Topic: Code Name Epsilon

Today, 07:25 AM

I wish them the best of luck for sure, and I suspect it might be using a lot of the Takedown assets with maybe a different graphical look (psuedo cell shading).

Given our own issues with money though, this kind of comment from that AMA makes me wonder whats different in funding this time around:

Quote

Pi is on hold, we couldn't get a publisher and couldn't get it far enough along for Early Acess. You can check out a teaser on our youtube channel.
Epsilon is our new project, starting from scratch in UE4. I'll post up a concept piece as soon as I figure out how. Posted Image


Perhaps they have a publisher signed and funding Epsilon? If so then to, me, its the same rabbit hole as before. Who knows.

In Topic: let me do a quick survey

Yesterday, 04:27 PM

Some of the most fun I have had gaming is in BF3 with a really good helo pilot. He was moving troops around, we had 2 good door gunners and I was repairing. If a gunner went down then I would hop on and take over. Random server and no one knew each other. We did this for about an hour. :)

Finding that sort of cooperation is tough though.

In Topic: let me do a quick survey

Yesterday, 02:40 PM

I would love for some sort of crew based game. But I know it would be next to impossible to make it usable and fun unless you played with a group of people you know. Trying to to accomplish that level of teamwork on the open internet is a fools errand. ;)

In Topic: Rainbow Six: Siege (PC/XB1/PS4)

21 January 2015 - 04:27 PM

That confused the hell out of me. :)

In Topic: Correct Weapon Handling & Canting

16 January 2015 - 08:16 AM

View PostSAF_Night Scope, on 16 January 2015 - 07:09 AM, said:

Hoak, you have a valid point (and one that I agree with), and I can understand your frustration when remarks and lolcats start popping up. I ask you not to take it too seriously or personally—it is the internet after all.

Bottom line is, leaning (like pretty much everything else) isn't final and I'm sure the visible-canting-when-otherwise-avoidable issue will be taken care of.

This.

The one thing to keep in mind about GB is that we are doing our best to get things to a certain point of completion. After that we want to get it in the hands of players so we can get feed back about systems, art, design and gameplay then iterate on our initial work based on that feedback. We as developers can sit here all day and build something that we think will work (and we have good experiences to let us do pretty well in the first shot), but ultimately people need to play it in the context its designed for to be able to tell what works and what doesn't.

Will we get rid of canting altogether? I doubt it. But we will push the issue until we feel we have reached the point of diminishing returns with respect to development time and in game relevance. That's how game development works.

So at first we will nail some things, get close on some and completely botch others. But the feedback from actual players is what will ultimately shape GB into it's final form.