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Topics - awkm

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31
Gameplay / Authenticity vs. Realism in our Weapons
« on: April 05, 2013, 12:29:32 pm »
I want to make sure we're all on the same page with the direction of the game's weapons are going.  A lot of different people play the game and will therefore have several expectations, balance included.  However, right off the bat I'll say that this game was never meant to be a realistic shooter simulation.  We're not the old school Tom Clancy games.  At the same time, though, we're not completely imaginary like in Quake.  We're inspired by what happens in real life.  We're authentic, a verisimilitude.  Not 100% realistic.

This also means we cannot turn the game to become realistic.  It's too late for that.  Under the hood, nothing was designed with realism in mind.  Again, it's a verisimilitude.  We only appear to be realistic, to have only a semblance of realism.  We'll add in things like accurate sights (the Lumberjack, thanks to those who mailed us a real weapons sight) or how a bullet should drop after long distances (e.g. Field Gun, but all our projectile physics), but it's not our aim to completely dive into realism at the sake of what I and the others on the team believe is 'fun' in this game.  Again, it's also just too late for that :P

So the guns don't look realistic, that's for sure.  They also don't behave realistically either.  It's my job to first and foremost make the game 'fun', balanced, and easily approachable for quick and snappy matches.  Tuning guns to operate realistically does not scream 'fun' or easily approachable in my mind.  It's not the direction we're trying to head to.  This is not the weapons simulation.  The closest thing that comes to simulation is airship driving and movement... and airships don't exactly exist.  So that's how real this game is lol.

A good way to imagine this is the feel of TF2.  That's definitely not realistic and neither are we.  However, we still draw a lot of inspiration from reality since the world that the game exists in is loosely based off of reality.  That's the line that we draw.  Somewhere in the middle.

32
The Docks / Adventure Mode Kickstarter info is in...
« on: March 18, 2013, 11:09:42 pm »
Here!

https://gunsoficarus.com/community/forum/index.php/topic,346.0.html

I'll be updating this constantly until we launch in a few days and giving you guys sneak peeks.  Would love to see your reactions, hear your feedback, etc... Tell your friends!

33
The Cantina / Adventure Mode Kickstarter info in....
« on: March 18, 2013, 11:08:00 pm »
This post here :D

https://gunsoficarus.com/community/forum/index.php/topic,346.0.html

I will be updating it constantly with new sneak peeks up until we launch it.  Would love to see your reaction, feedback, etc...  Tell your friends and stuff.

If you are notified on the post, you'll know when I update the initial post too.

34
General Discussion / New Adventure Mode Kickstarter Details here...
« on: March 18, 2013, 07:26:14 pm »
in this link... hahahahah


Will be adding information about Adventure Mode Kickstarter here as we get closer to launching it this week:

https://gunsoficarus.com/community/forum/index.php/topic,346.0.html

35
News and Announcements / Adventure Mode... it's coming (Kickstarter).
« on: March 18, 2013, 07:21:22 pm »
We're planning to Kickstart Adventure Mode this week for PAX East.  We're telling you guys first because y'all are awesome and play our game already.  We think you'll be interested :)


This is what Guns of Icarus Online Adventure Mode will be about:
  • A persistent online post-apocalyptic dieselpunk world
  • Crew or captain your own ship and experience airship combat taken to new levels
  • Explore towns and take on missions to help them develop and grow...or bring them to ruin
  • Politics and intrigue with six player-run factions, each vying to stake its claim in the world
  • Robust and accessible economic and political systems that drive the action

Major milestones are:
  • AI Director (co-op)
  • Econo-Political System (mission and economy/politics system)
  • World-Building Tools (help us make stuff look pretty, we have tons of routes to build, and developing faction culture in general)


I need to get home soon but I'll post all the details regarding the the tiers and their pricing for now.  Please note that this is a LIVE document and is subject to some change from now till we actually launch. 

https://docs.google.com/spreadsheet/pub?key=0As7KK0xlixIbdG4zSEdWWDRrRGVJOUlta19Jem1RNXc&output=html

The swag are:
  • New Bullet USB
  • Cloth Map
  • New T-Shirt
  • iPhone 5 Case
  • New Poster

At any tier, you can add any of these items for $30 USD each.  The All Swag in the spreadsheet refers to the 5 items above.

The tomes are:
  • New Adventure Mode Artbook
  • Black Moleskine Volant Notebook with Guns logo embossed on cover

For Kickstarter Edition stuff... Skirmish will get the old Dustrider again along with the regular CE stuff, the most sought after costume right now.  KE Adventure will get you  CE Adventure Mode (New soundtrack, 3 costume pack coupons, making-of documentary) and Dustrider 2.0 :D

If you have any comments, we'd like to hear them.  We have some wiggle room to change things but we'll do our best to accommodate suggestions as usual.



I'll post more screenshots of our in-progress Kickstarter page as we get closer to the launch...

====================================================
UPDATE #1
====================================================
Some pictures of the KE Adventure Mode stuff, the things that will be included in CE Adventure Mode when it hits Steam.


Capitol cities Averna of Chaladon and Kinforth of Anglea are only some of the inspirations for Jon.


Filmed by the Gong brothers, edited by Mr. Tim Doolen. All Muse Games. The same quality, more heart. And outtakes of Conrad sassing.

We're running out KS a little differently.  Being a small team of 8 full time employees, we can't afford to go big and fail.  Our goal will be low so we can at least get some money.  However, this means that this low pledge goal doesn't cover all the features required in Adventure Mode.  We'll be stretching to get AM feature complete.  We hope we can earn it all so this why we're reaching out to all of of you earlier.  We seriously need help spreading the word.

This doesn't mean that AM won't happen if we only get part of the way to feature complete funding.  No, it just means we'll have to restructure how we're releasing AM.  Probably have to break it up etc... everyone who backs us will get a Season Pass of sorts.  Eventually everything we release will lump together to form AM... but it really is a weird way to do things.

More later...

====================================================
UPDATE #2
====================================================

This shot is actually NOT in Kickstarter right now.  Tim, our art director, might beat the crap out of me for posting it but to be very very clear this a WORK IN PROGRESS.  It'll probably change a bunch in the next few days.  None of the artist's are here so I Thief'ed this picture right off Shelley's computer.  Ninja++.  But yeah, this is a concept for Dust Rider 2.0.  Hotness.


As I mentioned before, we're doing our KS a little differently.  Our goal is $100,000 and that'll get us to finishing the AI Director for co-op functionality.  Think games like Left4Dead.  That kind of awesome.  We'll need to earn quite a bit more to get Adventure Mode feature completely so again, we really need your help getting the word out. 

The numbers we estimated aren't just things we're throwing around willy-nilly.  This is money that we'll need to get us working.  It's a really big undertaking and we're super excited about it and we're hoping we can reach out to you guys again for help.  Better getting funded by you ladies and gents, who are extremely passionate about the game and world, rather than going to publishers.  We were hurt by a publisher in the past before GoIO was released and we don't want to go through that again.


====================================================
UPDATE #3
====================================================


Some of you wanted clarification on some of the items in the spreadsheet.  We're looking to get black Moleskine Volant notebooks embossed with the Guns Of Icarus Online logo.  They measure 5x8.25, the perfect size for notes and sketching.  The Volant notebooks are softcover with the same silky smooth Moleskine cover we're all familiar with.  Blank pages.


Merchant Guild, Order of Chaladon, and Anglean Republic Cultural Dress

The most important aspect of Adventure Mode is that this world is alive.  You may have seen these concept sketches before on our FB but without the proper context.  Each faction is like a country but their controlled territory is ever shifting based on what the players in each faction are doing.  And being like a country, each has its own distinct cultural characteristics.  Some of the costumes in Skirmish right now are closely associated with factions.


The Yesha are expansionists, their fashion and culture with heavy Asian influences.

====================================================
UPDATE #4
====================================================



I'd like to talk about one of our major milestones, the World Building Tools.  As you can see from the map above, each of those lines connecting the dots are routes you can travel on.  We hope we can reach this level of complexity with that number of towns (dots).  However, this will rely heavily on if we can get the proper tools in place to speed up our asset generation, terrain generation, and set-dressing efforts.

Each tileset, like Anglea (the snow stuff, Raiders and Fjords), takes 1 month of 1-2 artist' time to create all the assets.  A few more days to find the proper terrain we can to use (gathered from actual terrain in Utah), and then given back to artists to set-dress.  So we have 1 month for the tileset and 2-3 weeks for each map for set-dressing (not including playtesting).  This means Raiders and Fjords took about 2 months to complete.  If we keep reusing tilesets then we just need to setdressing.

We'll eventually run out of interesting Utah terrain though.  It'll probably be easier to create a tool to generate terrain and dynamically set-dress it with assets from a certain tileset.  This is the aim.  While we can't cut too much time out of tileset creation, we don't have too many biomes (snow, forest, greenland, desert, etc...)... but we have many routes (maps that use a specific tileset).  Let's say we have 6 biomes = 6 months and all those routes on the map to generate.... adds up quickly!

We want to take that 2-3 weeks for each map setdressing down to a few days at most.

It's a really important step for us to put the time into this R&D.


====================================================
UPDATE #5
====================================================

The grand marketplace in Chang-ning, the capital of the Yesha Empire, and its shoppers.

A couple of you have started talking about how the world works, its towns, economy, and traveling between place to place.  I'd like to talk about that now but preface everything again with the story of Muse Games: we're a small studio and with our limited resources we need to be smart and provide the most meaningful interactions with the least amount of work because there's always a ton of work for the people we have.  I know, I've been personally hammering this message into everyone's heads and it must be annoying but it's a very important reality that we're operating in.

So what does this mean?  Someone mentioned a seamless world and economy like EVE Online.  We can't feasibly do seamless for a bunch of reasons, a lot of them have to do with server and your computer performance.  Our ships are very heavy assets, already 8 ships on Flayed Hills can get very problematic.  We're actually pushing a lot of performance boundaries with that the reason being you actually walk around these ships in first/third person.  They need to be very high detail.  So that's one thing.  Taking missions to travel between towns means instanced routes.  For example, if I'm in Chang-ning and I take a trade mission to deliver some goods to Anvala then an opposing mission will pop up in Anvala to raid my ship.  We're thinking if a human player accepts the raid mission in Anvala, you'll be basically playing Skirmish otherwise we'll populate it with AI.  That's the idea for now.  We'll have to gauge how we can due this since we don't know what our player numbers are going to be like (you can help us with that :D ).  Again, traveling between towns means taking on a specific mission (trade, raid, defend town, attack town, escort, resource hunt, lots of options are floating around nothing set in stone) and it's possible for an opposing mission to appear in the town you're traveling to.  PvP or PvE depending on if anyone accepts the opposing mission.  All travel will affect the economy.

Now, we want a very robust economy.  Something that is easily accessible and understandable where when you interact and poke at it you can predict and see the effects of your actions.  This means we're trying to avoid EVE Online at all costs.  That economy is extremely complex with thousands of different agent actors working in tandem.  It's a real life economy just like the one we live in.  That's not the particular kind of fun we want.  We still want things to be a little quicker so we're simplifying things down.  At first, we will limit the economy to trade goods locked to towns.  Players will not have owned goods other than their costumes, and maybe ships and its accompanying equipment.  Player economies are vastly complex.  Again, simplicity and accessibility first. 

We don't think this will be boring though because town actors will require a wide variety of resources that are only available in certain regions or towns in the world.  Each town will require different things based on its current needs to survive and faction influence.  Each town will also serve as a platform for crafting resources into more valuable ones that may turn into equipment that the player can equip on a ship.

One sticking point is that ship ownership and how that all works is still being worked through.  Maybe it's loaned to you by a faction... maybe you need to perform some special missions in order to maintain your Captain's license.  Again, we're aiming for building an economy where you can easily understand why a town is failing and do something about it with a handful of missions.


====================================================
UPDATE #6
====================================================


This update is about us, Muse Games :)

Not everyone who has worked at Muse Games is in the picture but for the most part, those are the people who are in the office.  Some of us are fulltime, some of us contractors, some of us interns.  I won't go into specifics but I would like to let everyone know what all of us do here and what we will be doing in Adventure Mode.

  • Howard—Howard is the bossman of Muse Games whether he likes it or not :P  But in reality, he's our customer service rep.  Out of anyone in the office, you've come across the infamous Bubbles.  He usually posts and responds to FB as well.
  • Alex—The master of graphics programming and a ton of other things.  He's been working at Muse for a very long time and has had a hand in all of our projects.  He'll be working on getting the AI Director and World Building Tools together for Adventure Mode.
  • Conrad—Steam build slave by night, day, maybe forever.  But really, he's done a ton for server optimization and a lot of the match join stuff.  Conrad also keeps the office in good humor with his banter, sass, and unwavering wit.
  • Jay—This is the guy who put together our physics for ship movement.  He also deals with harpoons and I've given him some new ideas for it, stay tuned.  For Adventure, Jay will be implementing and also designing a good portion of the Econo-Political System
  • Jess—One or our game designers, Jess specializes in world-building and overall player experience.  She spearheads the CA program as well as manages the achievement system.  It's no doubt that she will continue building the world for Adventure Mode.
  • Eric—Our other game designer (yours truly, I'm going to switch to first-person here FYI). I designed most the systems from the engineer game to gun damage stuff.  Therefore, I am the hand of balance and am subject to your forever hatred :P I'll definitely be expanding on our current systems for more gameplay possibilities and perhaps customization, designing all the new systems like AI Director.  Balancing forever.
  • Meg—Meg is the one who feeds our database with our achievements.  She also manages the community and sees what everyone is flagging (oftentimes to hilarious effect, oh you players.)
  • Tim—He's in charge of art.  Tim's got a keen eye and impeccable taste.  However, he's mostly playing Tekken and kicking our asses.
  • Em—Em pretty much owns the game UI and user experience flow for the game.  She's also done her fair share of modeling and concepting in the early phases.
  • Derek—Animator extraordinaire.  We have so many cool animations that we're just waiting to put in... like taunts and dances :)  Eventually...  for Adventure Mode!
  • Eugene—With Chris, the two make an unstoppable duo when it comes to making maps look pretty.
  • Chris—Like Eugene, Chris is a master at modeling and set dressing.  The two of them are the main reason why our maps look cool and have neat stuff to stare at while you get shot down :P
  • Shelley—Our talented concept artist who does a lot of the costume designs. She's getting everyone fat by coercing us to order bubble tea.  3 order minimum for delivery.
  • Jack—He's the sculptor.  Jack takes those fancy sketches of costumes and turns them into 3D assets and preps them so we can put them in the game.  A Michelangelo.


====================================================
UPDATE #7
====================================================



Guess what this is? :D


Game Packages

Remember, you MUST have Skirmish Mode to play Adventure Mode

KS Edition Skirmish Mode (KE Skirmish)

This is Collector's Edition Skirmish Mode that is available on Steam (Skirmish Mode, Captain's Costume Pack, and Skirmish Mode Soundtrack) as well as the original Dust Rider costume for Kickstarter backers only.

Available In:

First Flight (EB)
First Flight
Captain & Crew (EB)
Captain & Crew
And above...

Adventure Mode

Just Adventure mode.

Available In:

First Flight (EB)
First Flight
Captain & Crew (EB)
Captain & Crew

KS Edition Adventure Mode (KE Adventure)

This is Adventure Mode and a Kickstarter exclusive costume, Dust RIder 2.0 for your character in Adventure Mode.

Available In:

Back to the Skies
Crew United

KS Collector's Edition Adventure Mode (KCE Adventure)

This is the Collector's Edition content of Adventure mode—high-res poster/wallpaper pack, three Costume Sets (Costume + Hat + Goggle of your choice in our in-game store), Adventure Mode Soundtrack, Making-Of Documentary—and the Kickstarter exclusive costume Dust Rider 2.0

Available In:

Adventure KCE (EB)
Adventure KCE
Bells & Baubles
And above...

====================================================
UPDATE #8
====================================================

We finally arrived at PAX East 2013 as a part of the Indie MEGABOOTH.  Conrad, Howard, Emily, Jess, and myself are all here representing the Muse Team.  Come drop by booth #782 and say hi!  If you have a laptop, we'll hook you right into our router and we can have an impromptu LAN party!

http://instagram.com/p/XIps3jQSzb/

For the most up to date information, follow
  • @MuseGames
  • @awkm
  • @gomidog
  • @konistehrad

Now for the most important piece of information.  WE WILL BE LAUNCHING OUR KICKSTARTER SOME TIME AROUND 8-10AM EST TIME... that's if we wrangle the Kickstarter rep here and get approval.  Things should go smoothly but we'll see.  That's our target so get ready to steal those Early Bird discounts!

Furthermore, if you back us while we're here at PAX East, show us your receipt or tell us your email and we'll give you a free original Guns Online t-shirt!!!

Good hunting.

36
Gameplay / Firing mechanism and damage explanation
« on: March 06, 2013, 01:04:36 pm »
This appeared in Q&A so I'm reposting.  This does not go over damage multipliers, I think that's pretty self explanatory.

Multipliers and general gun info can be found here:
http://gunsoficarus.com/gameplay/weapons/

These tables are dynamic and are most up to date.

Let me clear some stuff up.

Types of firing mechanisms:
  • Raycast—A straight line of a certain range is projected from the barrel point.  If this line intersects a hitbox, a hit will be registered.  No projectile is fired in actually world space.  Guns that are raycast include the gatling and carronade.  Raycast weapons are not affected by muzzle speed or gravity.
  • Projectile—A projectile is spawn in world space and shot through the air according to several variables along a ballistic arc.  If said projectile collides with a hitbox, a hit will be registered.  Most of the guns in the game are projectile based.
  • Particle—Particles are weird and it's only the flamethrower for now.  They spread, they rise, they act like particles and they're weird.  Did I say that already?  Just deal with it :P

Important variables affecting firing mechanism
  • Gravity—How much gravity is applied to a projectile, more gravity the more quickly its arc will drop.
  • Muzzle Speed—How fast the projectile is traveling in m/s.  Muzzle speed and gravity are related in that if you have lots of gravity but high muzzle speed, the arc will be very wide and the projectile will travel farther before significant drop occurs.  High gravity with low muzzle speed will cause the the projectile to drop quickly.  Imagine a horizontal force (muzzle speed) vs. a vertical force (gravity) because that's just how it works.  Physics 101.
  • Jitter—A number in degrees that is randomly selected from 0 to the max jitter allowed for that gun each time a raycast or projectile is spawned.  The initial rotation of said raycast or projectile will inherit this randomly generated jitter from 0 to max jitter.  This is to simulate recoil.  Yeah it's hacky, trust me we know and we're not happy with it, but we never had time to do recoil for real.  We're working on it and trying to fix this soon.
  • Arming Time—A number in seconds where if projectile hits before arming time is reached, only primary damage is applied.  Therefore, full damage potential range is Arming Time * Muzzle Speed.  Lumberjack and Heavy Flak have arming time.

Primary Secondary Dmg
  • Primary—Will apply damage to the part that is hit.  May penetrate slightly based on penetration (in seconds, penetration * muzzle speed = distance penetrated, only for projectile weapons.  This number is either 0 or very very small so don't worry.).
  • Secondary—Once projectile stops moving (post penetration), secondary damage will be applied.
  • Area of Effect—The radius in meters of possible secondary dmg area of effect.  Components caught in this range will have secondary damage applied.  Epicenter is where the projectile stops moving post penetration.

And Alex (Watchmaker, and on of our talented programmers) covers the damage transfer stuff:
Overflow damage on a single hit does not transfer.

Subsequent hits transfer from the component that was hit to the "hull component" - meaning they apply damage to armor first, if any remains.

We've been unclear in the past on the terms for the two health bars on the hull (I try to refer to them as armor and health), which is probably part of the confusion.

Each hit (projectile, explosion, gatling or carronade ray/pellet) deals its damage to a single location, in a lump.  Transferred hits function exactly as if you actually hit, say, a hull hitbox instead of a balloon hitbox.  None of the balloon/engine/gun multipliers are applied; multipliers for hull armor or health are applied according to the hull's current state.

Note that there is a slightly weird case where a single hit deals more damage than remaining hull armor.  Currently, in this case, the base damage is multiplied by the armor modifiers, and any overflow of that modified value is applied directly to hull health.

And to clarify, mechanical components that are dead also transfer damage to hull.  E.g. the front gun on a Goldfish will transfer damage dealt to it to the hull if the gun is dead.  If this was not the case, you'll have a huge shield in the front of the ship to ram with etc.



One thing that's covered in the other topic and not here is damage multipliers when something is dead.  If the balloon is completely dead and you fire at it, the damage is transferred to the hull and hull multipliers are applied, not balloon.  You just get a bigger target area, not more damage per shot.  Although as Alex mentions in the quoted area, there is a discrepancy with this when one single hit destroys the balloon or whatever and there is damage left over.

I think that's the most of what's in play.

37
Gameplay / Balance Concerns & Questions 1.1.4
« on: February 21, 2013, 01:41:55 pm »
Just to track everyone's concerns and questions.  I'll be fielding answers as best as I can.

Remember, I have a strict policy against revealing meta or any kind of strategy.  I will just give you the facts.

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