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Schedule & Q3 Progress Update
Far too many Kickstarters wait until there are already major problems to update their backers. As we wrap up Q3 of 2020, we want to share our realistic estimates that it is now more likely that the Cyber Knights Alpha will start in Q1 2021 rather than late 2020. As many other game and movie studios -- big and small -- have found this year, it has been challenging to keep to previously planned schedules. There are many reasons for the slowdown including COVID-19 which has impacted not only on our team but each of our partners. Weve also made some decisions this year to focus on refining and expanding parts of the games foundation, which has traded some time for significant future benefits of features and speed of delivery. This includes rebuilding our UI kit, adding cross-platform cloud sync capability, language translation support and integrating Wwise to achieve both reactive and dynamic music/SFX. To help everyone stay on the same page, weve updated the Progress Bar to reflect the revised timeline. With every update we will continue to share as transparently as we can about any schedule changes and will always post the most up to date Progress Bar in each update so these milestone dates and progress on stretch goals and rewards are all clear. [previewyoutube=Dw4lAA6VYIE;full][/previewyoutube]
A delay in schedule doesnt change the fact that we are working tirelessly to bring this game to the alpha phase as soon as possible. While it may feel like a set back, at this stage it is far more important that we take our time and get it right than to try to rush it to make up for lost hours in 2020. We have been cranking -- September has been a month of major progress. Were integrating systems while adding and pruning others judiciously to ensure the best flow and focus for the gameplay loop. One example is the formal addition of Blueprints, a type of item that is the plan to build another item. While we had planned for blueprint-like features within the story and crafting, theyve recently gotten the upgrade to full system. They are now first class citizens with all the necessary bells and whistles to buy, sell, loot, steal and craft items from your blueprints in your safehouse or through a crafting-focused contact.
Mergers and integrations of systems and continued refinement of the gameplay loop is naturally pushing us to take stock of the original prototype content -- weapons, armor, monsters, everything -- that we loaded into the game and balanced. To prepare for the larger content build out that is to come through the alpha, were diving back into our balancing tables, statistical models and equations. One example here is the massive pricing matrix that we are building out to preplan the relative price of all the types of resources, rewards and challenges in the game. This work is necessary in order to be certain that the scaling and balance of mission payments to maintenance cost to your stream of upgrades is balanced and fun. The starting point to this on-going exercise was to peg the basic mission payment at $500. If level 1 weapons (which you have) are $100 and level 2 weapons are $200 then you could finish your first mission and upgrade two weapons. With minor medical treatment is $10, medium is $50 and major treatment is $250, if your team got banged up a bit on the mission, your ability to purchase the 2 weapons might waver. And with level 1 armor costing $200 and level 2 armor costing $400 which means you could ... this table has many columns, rows and internal calculations! Weapons, armor, gear, items, grenades, medkits, cyberware, drones, dogs, cats, safehouse upgrades, matrix hacking rigs, mission rewards, blueprints, medical treatment, recruits ... oh my!!
Weve been working on the battle map to bring better visualization to the active elements such as Overwatch, sight lines and cover. The AIs sight lines have especially helped us fine tune the stealth and sneaking game and will be important parts of the gameplay. By improving the rules and raycasting used to detect players were getting entirely consistent and logical results.
Now that the AI understands cover and the optimal ranges of their weapons, they are running around in much more dangerous fashion, ducking behind barricades and taking flanking positions to flush your team from cover.
As always now, everything we add further expands and deepens the animation controller which has blown up the monster you see below. The overwatch animation transitions have just been added and were prepping to add step-out from cover, which will be another major chunk.
The art team is finishing the Skyrise stretch goal environment now with just a few more props to go. The concept art for the Streets environment is complete and the hard surface modeling team has transitioned to bringing those gritty pieces to life.
Progress and more progress! Were preparing in October to reconvene the Executive Producers team to give a gameplay-focused preview and to gather early feedback from that excellent team.
For everyone who's a genre fan or wants to dive deeper, join us and a coalition of authors, musicians, filmmakers and more in celebrating all things cyberpunk on the first World Cyberpunk Day, 10-10-2020. The day will be a hashtag-driven (#CyberpunkDay) celebration, with people sharing author readings, film highlights, new music, and more -- just check the hashtag link above on the day, or follow @CyberpunkDay for the "official" highlights. We'll be joining in the festivities by streaming a game preview and live Dev Q&A at 3 PM Eastern; add it to your calendar and check @CyberKnightsRPG for the link to watch. Join us in celebrating all things cyberpunk!
As always, weve included the progress bar infographic to ensure our progress and commitments are clear. With this update, weve completed a few more of the art stretch goals that are between us and alpha. Your support on Kickstarter gave us a significantly expanded art budget to add new character outfits, drones, dogs and even cats! Were getting closer to completing all the art assets required for those even if some of them (such as cybercats) still have significant game dev needs to be game-ready. The art team has now completed both the Street Outfit and Military Outfit stretch goals and they are looking awesome, as shown below. All four of them offer a lot of new versatility to the outfit options. We hope you like the look of the street berserks and the career mercenary outfits.
The new Corp Outfits are still in their high poly phases but will be heading to be prepped for the game and textured soon.
We know a schedule slip is never something any backer wants to hear. We appreciate your patience and we will keep marching to our commitment to make this amazing game for you!
[ 2020-10-02 18:27:52 CET ] [ Original post ]
Knights and Backers,
Our goal with our Kickstarters has always been to provide top tier communication to you, our backers. So, with that said, well jump right into the schedule update as we wrap up Q3 2020.
Schedule Update
Far too many Kickstarters wait until there are already major problems to update their backers. As we wrap up Q3 of 2020, we want to share our realistic estimates that it is now more likely that the Cyber Knights Alpha will start in Q1 2021 rather than late 2020. As many other game and movie studios -- big and small -- have found this year, it has been challenging to keep to previously planned schedules. There are many reasons for the slowdown including COVID-19 which has impacted not only on our team but each of our partners. Weve also made some decisions this year to focus on refining and expanding parts of the games foundation, which has traded some time for significant future benefits of features and speed of delivery. This includes rebuilding our UI kit, adding cross-platform cloud sync capability, language translation support and integrating Wwise to achieve both reactive and dynamic music/SFX. To help everyone stay on the same page, weve updated the Progress Bar to reflect the revised timeline. With every update we will continue to share as transparently as we can about any schedule changes and will always post the most up to date Progress Bar in each update so these milestone dates and progress on stretch goals and rewards are all clear. [previewyoutube=Dw4lAA6VYIE;full][/previewyoutube]
September Progress
A delay in schedule doesnt change the fact that we are working tirelessly to bring this game to the alpha phase as soon as possible. While it may feel like a set back, at this stage it is far more important that we take our time and get it right than to try to rush it to make up for lost hours in 2020. We have been cranking -- September has been a month of major progress. Were integrating systems while adding and pruning others judiciously to ensure the best flow and focus for the gameplay loop. One example is the formal addition of Blueprints, a type of item that is the plan to build another item. While we had planned for blueprint-like features within the story and crafting, theyve recently gotten the upgrade to full system. They are now first class citizens with all the necessary bells and whistles to buy, sell, loot, steal and craft items from your blueprints in your safehouse or through a crafting-focused contact.
Mergers and integrations of systems and continued refinement of the gameplay loop is naturally pushing us to take stock of the original prototype content -- weapons, armor, monsters, everything -- that we loaded into the game and balanced. To prepare for the larger content build out that is to come through the alpha, were diving back into our balancing tables, statistical models and equations. One example here is the massive pricing matrix that we are building out to preplan the relative price of all the types of resources, rewards and challenges in the game. This work is necessary in order to be certain that the scaling and balance of mission payments to maintenance cost to your stream of upgrades is balanced and fun. The starting point to this on-going exercise was to peg the basic mission payment at $500. If level 1 weapons (which you have) are $100 and level 2 weapons are $200 then you could finish your first mission and upgrade two weapons. With minor medical treatment is $10, medium is $50 and major treatment is $250, if your team got banged up a bit on the mission, your ability to purchase the 2 weapons might waver. And with level 1 armor costing $200 and level 2 armor costing $400 which means you could ... this table has many columns, rows and internal calculations! Weapons, armor, gear, items, grenades, medkits, cyberware, drones, dogs, cats, safehouse upgrades, matrix hacking rigs, mission rewards, blueprints, medical treatment, recruits ... oh my!!
Weve been working on the battle map to bring better visualization to the active elements such as Overwatch, sight lines and cover. The AIs sight lines have especially helped us fine tune the stealth and sneaking game and will be important parts of the gameplay. By improving the rules and raycasting used to detect players were getting entirely consistent and logical results.
Now that the AI understands cover and the optimal ranges of their weapons, they are running around in much more dangerous fashion, ducking behind barricades and taking flanking positions to flush your team from cover.
As always now, everything we add further expands and deepens the animation controller which has blown up the monster you see below. The overwatch animation transitions have just been added and were prepping to add step-out from cover, which will be another major chunk.
The art team is finishing the Skyrise stretch goal environment now with just a few more props to go. The concept art for the Streets environment is complete and the hard surface modeling team has transitioned to bringing those gritty pieces to life.
Progress and more progress! Were preparing in October to reconvene the Executive Producers team to give a gameplay-focused preview and to gather early feedback from that excellent team.
Cyberpunk Day is 10-10-2020 - join us for a game preview and Dev Q&A stream!
For everyone who's a genre fan or wants to dive deeper, join us and a coalition of authors, musicians, filmmakers and more in celebrating all things cyberpunk on the first World Cyberpunk Day, 10-10-2020. The day will be a hashtag-driven (#CyberpunkDay) celebration, with people sharing author readings, film highlights, new music, and more -- just check the hashtag link above on the day, or follow @CyberpunkDay for the "official" highlights. We'll be joining in the festivities by streaming a game preview and live Dev Q&A at 3 PM Eastern; add it to your calendar and check @CyberKnightsRPG for the link to watch. Join us in celebrating all things cyberpunk!
Reward and Stretch Goal Progress
As always, weve included the progress bar infographic to ensure our progress and commitments are clear. With this update, weve completed a few more of the art stretch goals that are between us and alpha. Your support on Kickstarter gave us a significantly expanded art budget to add new character outfits, drones, dogs and even cats! Were getting closer to completing all the art assets required for those even if some of them (such as cybercats) still have significant game dev needs to be game-ready. The art team has now completed both the Street Outfit and Military Outfit stretch goals and they are looking awesome, as shown below. All four of them offer a lot of new versatility to the outfit options. We hope you like the look of the street berserks and the career mercenary outfits.
The new Corp Outfits are still in their high poly phases but will be heading to be prepped for the game and textured soon.
We know a schedule slip is never something any backer wants to hear. We appreciate your patience and we will keep marching to our commitment to make this amazing game for you!
Cyber Knights: Flashpoint
Trese Brothers Games
Trese Brothers Games
2022
RPG Singleplayer
Game News Posts 244
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(507 reviews)
http://www.tresebrothers.com/cyberknights.html
https://store.steampowered.com/app/1021210 
[0 B]
Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.
Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.
The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
- Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
- Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
- Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
- Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
- Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
- Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.
Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.
The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
MINIMAL SETUP
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
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