





https://youtu.be/2l4XISfQFbU
So... many... puns possible. I look forward to seeing what the press come up with (as long as it's not along the lines of No Man Buy, heh).
At any rate, today has been really hectic and I had to push the release back by one hour so that I could finish getting the video and screenshots up and everything. And that was even with Cinth doing basically everyone on the screenshots.
I really want to give a huge thanks to everyone who has been such a big help on this game: Blue, Keith, Cinth, Craig, Pablo, and Misery in particular. But there have been so many other people as well, including in particular garpu and jerith, and I'm sure I'm forgetting some folks, for which I apologize. And that's not even mentioning the recent raft of testers, who are all thanked on the release notes page.
All righty. Speaking of release notes, I'm calling this first build for EA "Alpha 14," because it follows 13 pre-EA demos. That's on a new release notes page for during EA, since the pre-EA page was pretty darn huge by now.
Suffice it to say, the release notes for Alpha 14 itself are pretty pathetically thin. It's just been one of those days where a ton of other stuff sucked up the time; that shouldn't be the case tomorrow or the next day, since the big time-sinks today were store-related things and creating the above trailer and so on.
I was up super late last night, so I'm going to actually take off at 5pm today rather than working into the night. My son really really wants me to push him on the swings in about 10 minutes, too, so there's also that. He's really excited that this is out now, and that hopefully I won't need to be working weekends constantly again for a while. :)
Anyhow, I just wanted to say thank you again to everyone, and I hope you enjoy the game. And I'll have more updates for you tomorrow!
Best,
Chris
Click here for the official forum thread on this post.
[ 2016-08-24 21:06:48 CET ] [ Original post ]
https://youtu.be/2l4XISfQFbU
So... many... puns possible. I look forward to seeing what the press come up with (as long as it's not along the lines of No Man Buy, heh).
At any rate, today has been really hectic and I had to push the release back by one hour so that I could finish getting the video and screenshots up and everything. And that was even with Cinth doing basically everyone on the screenshots.
I really want to give a huge thanks to everyone who has been such a big help on this game: Blue, Keith, Cinth, Craig, Pablo, and Misery in particular. But there have been so many other people as well, including in particular garpu and jerith, and I'm sure I'm forgetting some folks, for which I apologize. And that's not even mentioning the recent raft of testers, who are all thanked on the release notes page.
All righty. Speaking of release notes, I'm calling this first build for EA "Alpha 14," because it follows 13 pre-EA demos. That's on a new release notes pagefor during EA, since the pre-EA page was pretty darn huge by now.
Suffice it to say, the release notes for Alpha 14 itself are pretty pathetically thin. It's just been one of those days where a ton of other stuff sucked up the time; that shouldn't be the case tomorrow or the next day, since the big time-sinks today were store-related things and creating the above trailer and so on.
I was up super late last night, so I'm going to actually take off at 5pm today rather than working into the night. My son really really wants me to push him on the swings in about 10 minutes, too, so there's also that. He's really excited that this is out now, and that hopefully I won't need to be working weekends constantly again for a while. :)
Anyhow, I just wanted to say thank you again to everyone, and I hope you enjoy the game. And I'll have more updates for you tomorrow!
Best,
Chris
Click here for the official forum threadon this post.
[ 2016-08-24 21:06:48 CET ] [ Original post ]
🕹️ Partial Controller Support
- Raptor Linux [2.26 G]
- Be a velociraptor.
- Feel like a velociraptor -- this is our central design goal.
- Procedural levels: a pleasing blend of hand-crafted locales and randomization.
- Fight robots! Tear giant ones limb from limb, pounce on small ones, and try not to die.
Sell Me The Idea In One Sentence
If I have to convince you why being any form of dromaeosaurid is freaking awesome, then I'm not sure we can be friends.
This game is carefully crafted to give you the closest possible feeling of being one of these glorious monsters -- then turning you loose to do fun stuff. That means you don't get (or need) "frickin lasers," health upgrades, or character progression.
That said, as we know from historical documents, it's hard to be a raptor in a futuristic dystopia. Robots have guns, and you don't. Despite the fact that you're an incredible hunting machine, you've got your work cut out for you if you want to master the game.
What’s The Point?
- 1. For the pure fun of the thing. In 1993, a certain game let you be a raptor. The controls were iffy. The levels were short and static. It's very dated. Yet many of us still dust it off periodically -- just to be a raptor. Release Raptor gives you a far more satisfying, modern, dynamic experience.
- 2. For the challenge. Brutal Mode approximates what a real theropod might experience when attacked by robots. Aka, if you get shot by a rocket that's the end. You'll need to use all your raptor skills to tear your foes to shreds.
- 3. To play with kids. I want to be able to play this with my 5 year old son, but still have dismemberment (because that's cool). How to do that without blood or gore? Robots! Little robots = pouncing targets; giant mechs = dismemberment targets.
- 4. For a power trip. Brutal Mode is only fun for some. So we have Power Trip Mode, where you're on an invincible rampage. It's not about IF you can do it, but how WELL you do it. Speedrunning is encouraged. Your performance is scored and rated (avoiding hits, etc), so mistakes still have consequences.
- 5. For daily runs — maybe. My hope is to build out some daily leaderboards for both play modes, but no promises on that yet.
- 6. For the strategy of it — probably. The idea is to make these branching mazes kind of like AI War: Fleet Command maps in terms of how they provide you with opportunities. Each opportunity may increase the heat you take while moving forward, but at the same time net you some good things (thematic secondary goals like blowing up part of the facility, etc). I think I have figured out how to avoid excessive backtracking or frustration with this, but I don't want to state that as a definite feature until I have it prototyped in.
NB: Yes, we know that’s not a velociraptor (and there should be feathers).
- OS: Ubuntu 10.10 or later. although other unsupported distros may work
- Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce 8xxx+. Radeon X2400+. or Intel G45+
- Storage: 5 GB available spaceAdditional Notes: Important: final specs may substantially differ. but this is our best guess for now.
- Processor: Any Quad Core or 3.0+ GHz Dual Core CPUMemory: 5 GB RAM
- Memory: 5 GB RAM
- Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GBAdditional Notes: Important: final specs may substantially differ. but this is our best guess for now.
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