Welcome to the year 2043. Humanity has bridged the gap between man and machine, pulling us into an age beyond the reach of conventional law. Megacorporations now govern their own territories within nations, and the benefits of the corporate lifestyle are enjoyed by the "bitizens". In Net Gain, the player takes on the role of a corporate broker, hired by a powerful conglomerate to sabotage their competitors by any means. You’re in charge of investigating targets, planning missions, assembling teams, and leading the operation to success. All in a world that’s rapidly changing every day…
Cheerful operatives do better on social tests and form connections to other operatives faster than most... unless the other operative has the trait Depressed, Curmudgeon, or the like... then the constant barrage of happiness just gets on their nerves!
- Addict operatives are less than ideal... while normally functioning people, they do tend to enjoy their vices on their time off. this can be a problem if you suddenly call them onto a mission, or if they’re assigned to a continuing operation, as they’ll perform worse on the job. If you check on them while they’re at home, you’ll probably notice the place is a bit of a mess, and they don’t tend to have a lot of money on hand.
- Bloody operatives certainly have their uses, getting large bonuses in assassination plots, firefights, and weapon skill challenges... but they’re also much more likely to start the firefight! if a plot goes wrong with a Bloody operative, the chances of sneaking away quietly drop significantly as the safety comes off.
- Orthodox operatives are great, getting a small bonus for one test per plot... as long as you planned for it. The minute you go off script, the Orthodox operative loses their cool, doing worse at almost everything! They’re great for stable operations and support, but not the kind of person suited to a more risky mission.
- Body is the operative’s core physical ability. It’s used in feats of strength, to determine the maximum amount of gear they can carry, cybernetics they can install, and as the amount of wounds they can take before going down.
- Agility is the operative’s speed, balance, and dexterity. It’s used for precision and reflex, determining the maximum amount of gear an operative can carry without being encumbered, and is used to “soak” attacks in combat, as they throw themselves into cover or hit the ground.
- Acuity is the operative’s intelligence and mental sharpness, used in a wide variety of skills. It also helps operatives in developing their skills, and acts as a sort of “health” for hackers when faced with a difficult barrier on the net.
- Integrity is the operative’s mental fortitude. It isn't used for many skills, but “soaks” the damage from a variety of non-physical attacks, such as intimidation, net barriers, social sparring, negotiations, morale loss from injuries, and so on.
- Personality is the operative’s sociability, how genial and easy to talk to they are... and how good they are at twisting words to their advantage! Used as the basis for social skills, and as a sort of “health” when engaged in a social conflict over contract terms, interrogations, seduction, or more!
- School Gear lets you spend resources on any school based-test. I.e., screw up a Firearms challenge, spend resources to maybe succeed at it.
- Skill Gear lets you spend resources on specific skill tests. So a sniper rifle lets you spend resources on Longarms challenges, but not shotgun challenges.
- Perk Gear provides boosts to a stat, skill or other thing in specific instances. Body armor for example might bump your body stat, but only for the purposes of soaking damage.
Everything as diverse as the latest commlink, fashion trends, rare mineral deposit claims, environment mapping "slip" virtual reality, cunning lobbyists, platoons of private military contractors, clever ad campaigns, the hottest gadgets, popular celebrities, sophisticated androids...While most Assets are used simply for their impact on a corp's Power rating, some provide additional or non-economic benefits liked enhanced Security or better Gear for your Operatives to use. Assets have two traits of concern to Brokers, their Type and Stage.
Introversion were supposed to make a game in the same *genre* Corporate espionage like stuff exept in full procedural world.
Introversion were supposed to make a game in the same *genre* Corporate espionage like stuff exept in full procedural world.
Actually it wasn't. You played a thief and cracker and took on the corporations. You weren't working for one.
Subversion was supposed to be a procedural crime game. You'd could hack security systems (not: "there's a security system, click the 'hack' button" but a "there's a security system, here's it's wiring diagram, what do you do?" (acceptable answer: bribe someone)) and so forth.
In any case, I'm looking forward to this one.
Subversion is going to be set in a modern High Tech environment, with you taking "mission control" over a team of skilled operatives in a hostile High Security building. You will be using Sabotage, Social Engineering and Grifting, custom Electrical and Mechanical devices, Distractions, Hacking, Stealth, Acrobatics, Precision demolitions, Trickery, whatever gets the job done. In the best case scenarios your enemies will never know you were even there. When things go wrong, a well prepared escape plan and well timed precision violence will get you out of a tight spot - or maybe not.Source: http://forums.introversion.co.uk/introversion/viewtopic.php?t=2313
Other than me mentioning Uplink, why the hell are people debating Subversion here?Same genre. Read again youll see the link that brought us there. But yeah we can stop if you want.
there are hints that this game is just a different version of Omerta but at the same time there could be something greater here.
Being 100% textually driven, I think it's already delivering more promise than Omerta
Quote from: From Subversion Devlog part 14Subversion is going to be set in a modern High Tech environment, with you taking "mission control" over a team of skilled operatives in a hostile High Security building. You will be using Sabotage, Social Engineering and Grifting, custom Electrical and Mechanical devices, Distractions, Hacking, Stealth, Acrobatics, Precision demolitions, Trickery, whatever gets the job done. In the best case scenarios your enemies will never know you were even there. When things go wrong, a well prepared escape plan and well timed precision violence will get you out of a tight spot - or maybe not.Source: http://forums.introversion.co.uk/introversion/viewtopic.php?t=2313
If thats not corporate espionage i wonder wtf it is. The only robber bonny and clyde thing i saw was from a scripted demo video.
Subversion
I was a little hard on the trailer, but I actually really enjoyed it once I stopped being so picky
First off, thanks for stopping by the Bay.My pleasure! I admit I'm not much of a forum guy... hence my last and ONLY other post here being back in 2009!
I was a little hard on the trailer...Man, no one was harder on that trailer than me. I hate hate HATED it. Our post process got hit with all sorts of snags, we lost special effects guys and had no more money for more, and so on... That cable and antenna still bug the bajeezus out of me, but now I've come to love the rest. :) Speaking as someone who has never done film stuff before, it's heart wrenching to see your precious script get ripped apart and stitched back together. I think we hit pretty close to the original concept, still, so I'm happy about that... Realy I'm just happy people are getting the "feel" from it!
That cable and antenna still bug the bajeezus out of me, but now I've come to love the rest.
The trailer provided some much needed OOMPH in the visuals and to give people the right sense of what we're going for.
Lhasa Mencur did the music for the trailer. We actually have a different guy doing music for the game, Richie Palys. you can hear one of his songs in the "Settings" part of the KS page.
Update 2
I've been trying RPS from the very start. They ARE my core fanbase, but they havent responded to anything yet. Honestly I think unless fans keep bothering them about us they're not going to listen to me shill it.
petite female 9 strength 9 body changeling adept with killing fists that do blast damage.
Hopefully that doesnt sour your taste too much!
So, out of curiosity, does the game start out at "cyberpunk dystopia"...Dystopia? Dystopia... I don't know what you're talking about, but this is cyberpunk Utopia! Sweet desk, infinite wealth, beautiful view, a company car, ultimate power, that sexy lady in accounting, stealing thirty years of research, close parking spot, dental... this is the GOOD life.
I've had it on my enormous list of things to write about since some time last week, but your email just pushed it straight to the top. Thanks for the badgering :)
-Adam
Also, just a request driven by my time playing LCS.....code names. What's an Op with a code name? Either having the game generate one or letting us set the string ourselves would be sweet. That was one of those things that really, really made me attached to my operatives in LCS.
I hope we hit the stretch goal for the war room so badly it would add so much more gameplay and it would look cool seeing your ops running about and doing stuff :DOh man me too! I think it'd really give the player a sense of foundation and home as well, and see that his whole operation is a big deal (and see it grow as he gains more analysts and team support and space, etc)
One question I have is can we also buy buildings and maybe manufacturing stuff ? So if you bought a standard house or apartment near a rival corps building or home of another rival op would it be factored in and help with planning missions and could use it as a fob or other things ?you acquire/found companies, which can be in different locations. In theory runners with a friendly company nearby would be able to hide/resupply there since its friendly territory, but I'm not sure when IU'd be able to implement the mechanics to enable that. Normally you focus more on operations though, no building... so you'd set up a safehouse operation in the territory, giving your guys safe respite.
Will operator health be dynamic ?the wounds system is mainly hp... though a wound is pretty serious, and will require recovery time for the runner (and possibly expensive repairs, depending on how cybered he is). the game is very lethal though, and those scant few wounds mean an op usually goes from fine to badly wounded to dead. think Classic Ironman XCom). Unlike the shooty-friendly shadowrun, you really dont want your guys getting in a firefight. hopefully once traits become a bit more dynamic (post-prototype), they'll be able to get those grievous injuries added as traits when something horrible happens to them.
I don't know if you've ever dabbled in long-distance mind reading, but this game (or at least the paper concept) is so close to my idea of the perfect game that I could swear you've stolen my thoughts.
I have some good news for you sir.QuoteI've had it on my enormous list of things to write about since some time last week, but your email just pushed it straight to the top. Thanks for the badgering :)My mission was successful.
-Adam
I don't think there's been a real game of corporate warfare since ruthless.com.
I don't know how you're going to implement the activities of rival brokers and corporations, I do hope you might find a way to expose their strategizing for modding - like lua/python code in the exposed assets directory maybe. It'd be neat to tinker with different strategies...The corp AI, while complex in many ways, has to be a simpler form than the player's missions simply because of how many operations go on at one time. Kind of like how world gen battles and actual DF fights are different. The corps do have values that determine various things such as how aggressive or desperate they'll get, which changes how they go about attacking, who, and at what risk.
Aliasesthey got em! I'll probably include codenames you can assign when they sign on with you as well, but most of their aliases they either start with or earn as rivals try to find out who the hell attacked them. they'll assign a codename on the "threat" and try to find out who the actual target under that alias is.
sorry to pester you spark but would it be possible to get your views on multiplayer ? could it happen ?
Joel: Multiplayer would be great, but it *significantly* increases the scope of the game! A lot of time and development goes into just letting people get in the same room, let alone allowing them to play in the same space and interact with each other and balance that interaction, etc, etc. If it's a stretch goal, It'd be pretty far above where we'd be able to get! I'm not ruling it out for future expansions, but it's far out of scope for 1.0.
views on multiplayer?
Hey, you're funded. Grats!
Unity with C#!
NGUI is a great tool and is so much better than Unity's default GUI system
NGUI is a great tool and is so much better than Unity's default GUI system
S'why they hired the guy to make the unity GUI! He's basically making an improved NGUI without the stupid depth/layer restrictions. Supposed to be a 4.5 feature.
Any idea if it'll have any pixel-placement options?Check out NGUI, I'm pretty sure it already has the features you're talking about!.
QuoteAny idea if it'll have any pixel-placement options?Check out NGUI, I'm pretty sure it already has the features you're talking about!.
I don't want to sound Grabby or anything. But remind me what the 20$ backing gives me...
I don't want to sound Grabby or anything. But remind me what the 20$ backing gives me...
The satisfaction of knowing you helped an awesome project succeed.
I don't want to sound Grabby or anything. But remind me what the 20$ backing gives me...
The satisfaction of knowing you helped an awesome project succeed.
Also the game and all of its updates forever
We playing as the brokers if we reach war room will we get out own sort of character in game?The broker is supposed to be YOU, the player sitting at his "terminal". so you have in game resources and circles, but you wont see a avatar. you'll eventually get a salary and such and gain influence to rise up in the corp, and you will be able to change corporations (at significant cost), but working on your own or against the corporation is a stretch goal we're probably not going to hit. If the game does well and we keep getting funding to continue development, it's certainly notout of the question, and is one of the leading post 1.0 features.
$20 is more or less the most average of prices I've seen these days (not counting console games). THe only thing I'd backed that was less than $10 for the game itself was Code Hero ($1), and that seems to have run into problems, but not showstopper ones.
Quote from: 'Seriously Mike'However, their "preorder" donation tier is a bit higher than usual....$20?
Not really.
Hero-U (http://"https://www.kickstarter.com/projects/1878147873/hero-u-rogue-to-redemption"), $20
Star Citizen (http://"https://www.kickstarter.com/projects/cig/star-citizen"), $30
Blackspace (http://"https://www.kickstarter.com/projects/1035580424/blackspace-plan-dig-defend-survive"), $35 Earlybird
FTL: Faster Than Light (http://"https://www.kickstarter.com/projects/64409699/ftl-faster-than-light"), $25
SRO (http://www.kickstarter.com/projects/1964352341/shadowrun-online/), $25 (for the campaign server / non-subscription multiplayer)
SRR (http://www.kickstarter.com/projects/1613260297/shadowrun-returns/), $15
I think any editor of RPS has no room to call any game overpriced. They allowed a full page ad for PA for a long time, and it's only an alpha. And a poor one at that. What do the hell they care about a game's price?
I know we're awesome, but have you had any help from any other big forum?
I know we're awesome, but have you had any help from any other big forum?Mainly /tg/ on 4Chan actually. I talked with them for months before while i worked on the game, and regularly have threads running on there.
I already knew that Arcen was awesome, its the only other forum I have open in firefox besides here most of the time.I know we're awesome, but have you had any help from any other big forum?You might also try Arcen Games (http://www.arcengames.com/forums/index.php) forum. Keith and X4000 are great fellows.
Actually only got 2 (direct) backers from dumpshock. There's that huge pool of unknown referrals so who knows what's in there.
I already knew that Arcen was awesome, its the only other forum I have open in firefox besides here most of the time.I know we're awesome, but have you had any help from any other big forum?You might also try Arcen Games (http://www.arcengames.com/forums/index.php) forum. Keith and X4000 are great fellows.
Pray tell, do you have a backer who was referred from [projecturl]?ref=instant_messenger ?I do not! Thank you for the referral all the same, but it seems that didnt work... it should have. Maybe the messenger client screws with the url when handling it. They can only do so much with the referral system given how many different ways people interact with the internet. most of /tg/ isn't referred because of the no-linking thing they do to try and stop spamming/viruses.
Pray tell, do you have a backer who was referred from [projecturl]?ref=instant_messenger ?I do not! Thank you for the referral all the same, but it seems that didnt work... it should have. Maybe the messenger client screws with the url when handling it.
You can never really rely on the projections, especially as our KS has been wonkier in most with unusual spikes and dips... it was saying $60k for most of the first week, but it's dropped to $50k and it'll keep dropping. Shame, if it actually did go up to something like $60k I could probably find a programmer reliable enough to hire on and make multiplayer!
Eh. I'd rather have a solid SP game than a compromised MP game.
I'm surprised that, given the scope of the game, its funding has stayed really consistent since the announcement. Slow and steady wins the race!How so? If you mean the pledgers/day, it's definitely been dropping significantly since our press dried up... that trendline has fallen from 60k to 47k
How so? If you mean the pledgers/day, it's definitely been dropping significantly since our press dried up... that trendline has fallen from 60k to 47k
Don't forget to write-off the amount of space you use in your house as an office for tax purposes.
dont worry we have donkeys till its over we will rach it. also spark has some gameplay in the works which should hopefully bring in more peoples
dont worry we have donkeys till its over we will rach it. also spark has some gameplay in the works which should hopefully bring in more peoples
dont worry we have donkeys till its over, we will reach it. also spark has some gameplay in the works which should hopefully bring in more peoples
While I think I get what you're saying overall here...that first sentence makes absolutely no sense.
Must be a British thing :P
In support of Script, from a fellow Brit...I am Australian, And I understood a good bit of this...
I'm glad I threw a few squid into this, whilst I'd have loved to have thrown a monkey at it had I one, all I could afford was a pony plus three Lady Godivas. At least I managed to give a bit of my Buggs Bunny anyway!
Looking forward to the release, hoping it doesn't quite take donkeys as I'm really excited to have a butcher's at this!
So, does the above mean all of us Brits are a bit chicken oriental? I'll let you be the inky smudge!
Yeah I'll be putting up some sort of online store once the prototype goes live, with the added advantage of not losing a cut to kickstarter (not to say they havent earned what they got! A largew portion of donations came through people just browsing their video games section). At this point I've guaranteed a year of funding so everything on top is the canary's hippo, but I just dont want to run into the gator's maw by getting a bit too orangutan.
Giraffe.
Nah, they'd need to speak that in a dwarven accent to be bay12 homage. ;D
Animal slang in a dwarven accent, if you idn't understand what I said.Nah, they'd need to speak that in a dwarven accent to be bay12 homage. ;D
I prefer the animal/Cockney slang. 8)
Animal slang in a dwarven accent, if you idn't understand what I said.Nah, they'd need to speak that in a dwarven accent to be bay12 homage. ;D
I prefer the animal/Cockney slang. 8)
Something vaguely scottish is the stereotype, but other than that i don't.
If I had the money, I'd have whacked the highest possible backer amount on it - to be honest, there are one or two Kickstarters that I'd do that for at the moment...maybe I'll win the lottery one day...
This game is going to be so amazing with all the war room features ! Hopefully we can get enough to fit in the feed goal as well and bring more life to our ops
This game is going to be so amazing with all the war room features ! Hopefully we can get enough to fit in the feed goal as well and bring more life to our ops
What is the stretch goal for the feed?
Has net gain been posted on /v/ yet ?
>>Calling /v/ "Reddit"
Sure that's a faster way to earn their ire ;)
Theres also /vg/, which is like /v/ but with less threads and more pastebin-augmented megathreads full of stuff/crap/anons.>>Calling /v/ "Reddit"
Sure that's a faster way to earn their ire ;)
Blerg. I don't use either one. Sue me. :P
But can you import them?You can import them to your core game, yes.
Is this a game that is on all the time?Nope. it runs while you run it, and you can speed up time in the game.
You said that these features will be in the base game but does that mean that you are adding features to the base game or exporting features to a free game?Both, basically. The stretch goal both adds these features to the core game and ports them to a phone game.
Yes! Your interactions with the operatives in Mobile Ops are expanded into more loyalty-effect options such as company retreats or etc, and the operatives will do many things on their own such as see any people they have a loyalty to... and those people might be enemies.
Oh, and I saw your post on Tripwire. Thanks for the effort, though the forum looks kinda dead! :)
I think it may just be a little too late now, but I'm always optimistic! :DThere was a nice boost from the article, Kicktraq indicates a "trending towards 32,065" but things always come a little shy of that (the estimation of the trending curve would be more accurate of a prediction).
I quadrupled my contribution as promised and might have to bump it up slightly again if we come too close. I would project the total to be right around $32650 when finished but I hope I am underestimating.
Was hoping for a day or so when I got back, but PayPal!
Thoughts? http://level-zero-games-store.myshopify.com/collections/all
Also, yes, perfect damn storm for the upswing! RPS + Coming out of the lull + GDC = huge spike = even higher ratings on KS and KickTraq and publicity. IU expected a bump, not expecting 9.5k!
People's ignorance to read or do proper research is really annoying and just some people...
These are quotes from the greenlight
Hunter_Drone 6 hours ago
good cutscenes aren't enough to save a bad game. and if the video and screenshots are anything to go by, this is a bad game.
Mogg 19 hours ago
You used real actors for your game? Hope they are good. Also I am a little bummed the game doesnt play as I see those actors do their thing. So, no thankyou.
I shake my head in disgust.
Spark when you manage to get some real game screen shots up it might be worth putting them in. Also maybe alter the video seeing as though people can't read or listen properly enough to know that parts of the video are just flashy trailer stuff.
There are a few more like that, too. It's a sad reflection on the world when people can't work out what's just some padding for an announcement video and what's gameplay.
There are a few more like that, too. It's a sad reflection on the world when people can't work out what's just some padding for an announcement video and what's gameplay.
Saw some similar comments on a character reference sheet, where the character's tail was cut off (baring muscle and bone) to not obscure things and someone thought it was a gaping orifice. :\
(link, if anyone cares (http://www.reddit.com/r/furry/comments/1bjrc6/my_new_character_sheet_from_james_melinae/))
There are a few more like that, too. It's a sad reflection on the world when people can't work out what's just some padding for an announcement video and what's gameplay.
Saw some similar comments on a character reference sheet, where the character's tail was cut off (baring muscle and bone) to not obscure things and someone thought it was a gaping orifice. :\
(link, if anyone cares (http://www.reddit.com/r/furry/comments/1bjrc6/my_new_character_sheet_from_james_melinae/))
I can, sort of, see how they could figure that was an anus to be fair! I did have a small childish giggle when I first saw it, though it's awesome work!
*superman shunts topic back onto the rails*
Spark out of interest will assets do more than just +1 rifle skill and help with doing missions ? It would be cool if when you got access to certain assets the would unlock more stuff or even advance technology as a whole in the game.
Example : DeepCell - a computer virus asset - once gained you have the power to completely crash the stock market for everything - you will need to use several operatives break into the main servers and unleash this virus to bring everyone back on the same playing field - this asset when used will push all current assets into negative values, all corporations will lose all of their power which was built up and most of their cash causing every corporation to have to start again.
I'd love to see the activity over there increase!
QuoteI'd love to see the activity over there increase!
Well to my knowledge the game isn't out yet. High activity before release tends to burn out the community.
Though perhaps I should jump onboard the official forums and give my two cents in. Though I think they have enough of those.
DANG I really gotta start my summer project.
Guys I really suggest going into the level zero Facebook page and checking it out spark has been posting development ideas and sorts of missions you can pull of. Just damn he makes me want the game so badly
Guys I really suggest going into the level zero Facebook page and checking it out spark has been posting development ideas and sorts of missions you can pull of. Just damn he makes me want the game so badly
Blargh. I loathe trying to drum up interest via Facebook. While it's a necessary evil for him (not even really necessary, people opt to be part of the Facebook paradigm), I'd rather make out with a cheese grater than Like anything on Facebook anymore. And it's the absolute last place I will ever go to get information, period.
Guys I really suggest going into the level zero Facebook page and checking it out spark has been posting development ideas and sorts of missions you can pull of. Just damn he makes me want the game so badly
Blargh. I loathe trying to drum up interest via Facebook. While it's a necessary evil for him (not even really necessary, people opt to be part of the Facebook paradigm), I'd rather make out with a cheese grater than Like anything on Facebook anymore. And it's the absolute last place I will ever go to get information, period.
Don't be silly you don't even have to have a log in to read his posts so you can still keep upto date with all his posts.
It's frustratingly difficult to figure out the genre of this game.So do I! The genre is... I guess strategy, sub genre of "espionage simulation", with a healthy dose of emergent narratives. But yes, it has the open sandbox and the "story campaign", sort of like how uplink did it would be the best example.
I prefer sandboxes, myself.
Forums and FacebookThey are pretty dry, but until the game is actually putting out builds it's a bit of a hard spot. the future feature and such threads I've been posting on FB are really simple and meant to be "buried", they're more of a quick engagement and "i'm bored and can't sleep" kind of thing.
blogWaste of time, unfortunately. :-/ I had one for previous projects but it just sucked my attention from development. If you want the up-to-the-minute stuff, that'll be on the twitter. If you want the big updates, that'll be on the forums/fb. I still have that newsletter I havent used once, but I'll start using that for big release/updates stuff when we get there.
TwOMFI have no idea what this is, but a google image search pulls up some confederate flags, crappy etsy jewelry, and fancy toilet seat covers.
QuoteTwOMFI have no idea what this is, but a google image search pulls up some confederate flags, crappy etsy jewelry, and fancy toilet seat covers.
Just a heads up. Feeling the lack of updates I peeked in on Facebook, and the prototype is due at the end of June. There's a lot of info on the LZ FB page, I just don't have the wherewithal to sift through all the trud to find it.
great idea for a game however publicity at the moment and any developers major major boo boo ie not communicating where youre up to at least once a week. If it gets put out i reckon it wil be a good idea however a lot of kickstarters are failing to go from funding to outputs
They havn't really sent a reply for it... other then the receipt. I did send a message asking stuff way back when.The receipts are all that went out. Did I not respond to your message? Can you send it again if not, as it may have gotten lost in the mass of emails (sorry about that!)?
As for "trud", I feel like our LZG page is pretty clean! Most of the updates are fun things...
Post Platform
Ok, so the problem is everyone wants something different, and maintaining all the channels everyone wants KILLS my time. I've spent all day today just going through more social stuff instead of working on the game as I should, especially as there's only a few weeks left till launch! I hear people's frustrations with using Facebook, and when the time comes, either during the prototype launch or soon after, I'll switch to a different more open system. Either I'll push things through on the blog on the website and link them everywhere, or something else.
Just don't forget about your kickstarters otherwise they get cranky haha. I have seen a few people fire and forget on KS and then complain about lack of updates, when any updates which were made were not posted on kickstarter
Which, you know, makes little sense to me. Kickstarter is already an aggregate of the people who have given you money. It's already a mailing list of people you owe something to. Why not use it, at least up until release, even to announce small things, let alone the giant announcements? At times I'm a little perplexed by SB's desire for "community management tools" when he doesn't use the ones that are already readily available to him. I get he wants to drive traffic somewhere, what I don't get is where and why.
I think it's a necessary part of the time commitment to manage both your backers and your future, potential fans. I get a one-size fits all approach is ideal.....but the tools are there, now, to keep backers directly informed. And right now they ARE the community. While I'm not going to get bent out of shape, because I'm capable of finding updates, it's not exactly formenting a strong community when your first decision is that they need to chase you across the internet. Simply continuing to use the backer updates avoid that problem, even if it introduces a new one of having to cross post information.
Hey everybody!I'm not going to complain if you really want to do it that way, but theres two things I want to bring up of relevance:
I need to fiddle with the settings on this forum... by the time I get an email notice that someone responded to this thread, I come back and there are tons of posts...
G+ Hangouts
Yeah the video quality isn't so hot, but 1. they're working on it, 2. that's not as important to me as engaging people and having some more of that community stuff going on.
Just don't forget about your kickstarters otherwise they get cranky haha. I have seen a few people fire and forget on KS and then complain about lack of updates, when any updates which were made were not posted on kickstarter
You mean like the update that said "I'm not going to do periodic updates on Kickstarter, go here instead" (http://www.kickstarter.com/projects/levelzerogames/net-gain-corporate-espionage/posts/444645)?
Do I bitch at them?
I don't know if you've been paying attention lately, but Doublefine has their own forums where they post 90% of their updates. Kickstarter only gets about 10%
QuoteDo I bitch at them?
Am I bitching at him? I don't think so, although I can understand the perception. I'm just voicing my concerns and preferences, which is exactly what he asked for on Facebook (and has gotten about 4 replies to, I might add.)
QuoteI don't know if you've been paying attention lately, but Doublefine has their own forums where they post 90% of their updates. Kickstarter only gets about 10%
We are in agreement this is an inherently unequal comparison on most levels, right?
I plan on making a direct info page on the web site, which will show the Twitter dev updates on top, the post updates (launch, content updates, important things) under that, and links to the social communities and wiki. The individual communities will get crossposts to what matters to them. Basically i need to push content to where people are instead of making them go out of their way to check yet-another-site, because if it comes down to it they simply wont.
As for Kickstarter, you should know that the backend for posting updates is actually completely horrible.
Yeah I had no idea. I assumed it was at least at the level of, I dunno, Wordpress.
I'm still worried people are not going to be pleased with how raw the prototype is. Not only is it missing many of the core features that really add life to the game (traits, headlines, operations, etc), but it's not very pretty with blocks of text. (As seen in the latest KS Update (http://www.kickstarter.com/projects/levelzerogames/net-gain-corporate-espionage/posts/500356))
I just have to keep my focus on gameplay development as my temptation to switch to pretty this early will just undercut all the important stuff that still has to get done, and a good portion of it will probably have to get scrapped when the game design shifts in this early mutable stage.
Where's this whole faith thing coming from?
I meant this thread specifically. I don't think anyone has said anything about losing faith in the game as a product.No idea, either. Im that bizarre today...
"It'll mean less in the short term while we get on the same page, but more in the long term and faster updates with double the manpower!"
As of yesterday, Spark is still aiming for first playable launch on the 30th! I think I might keel over from shock if a KS project actually manages to hit their projections. Netgain has the potential to become the next Liberal Crime Squad and I couldn't be more excited.
I love the looks. You know, in many games, the longer I play, the less I care about the graphics - it starts coming in my way. If I could just have tokens in HoMM III... ;) And there, there is just enough graphics to make it feel 2043, and not a bit more. Like someone wise once said, the project is perfect not when there is nothing more to add, but when there is nothing more to subtract.
Yes, I'm strange, I admit that. :P
As of yesterday, Spark is still aiming for first playable launch on the 30th! I think I might keel over from shock if a KS project actually manages to hit their projections. Netgain has the potential to become the next Liberal Crime Squad and I couldn't be more excited.
Hmm, do backers receive e-mails about the progress of this? I backed on Paypal and I haven't received any mail yet, so I was just wondering if that was just me or if everyone was getting e-mailed at a later date.
That's the hope on both counts! The city got pushed back a lot since it's a purely visual element that requires a significant amount of work, but yeah the BG will be prettier than a blue screen. In a few weeks I hope to have a basic pre-genned city placeholder. The rest of the graphics will take their time, being implemented once their features are locked down... but right now there's still a ton of core game to make!As of yesterday, Spark is still aiming for first playable launch on the 30th! I think I might keel over from shock if a KS project actually manages to hit their projections. Netgain has the potential to become the next Liberal Crime Squad and I couldn't be more excited.Seconded. While I'm not expecting a ton out of the prototype, for people that have played LCS, its unfinished UI and such shouldn't provide a big barrier to enjoyment.
Hey sparks, you were planning on eventually having visuals as was shown in the KS right? Something about the panoramic view of the city really adds to the atmosphere.
It doesn't look that great. BUT, I can tell what you're going for with it anyway and it sounds awesome.
Looks rough but functional, I really can't wait to get my hands on it!Rough being the key word!
You see, I have had really, really great hopes for the finished game. Really.
And the prototype seems to be surpassing those already.
You might have broke my mind, mister! Mine very own, it-never-is-better-than-they-said-it-would-be, pessimistic mind! Are you proud of yourself?
And of course, because of the nature's balance thing, I have to be starting a new internship a day after the prototype goes live. There is no justice. :D
5) It does not appear possible to fail a mission step without screwing up ALL sub-aspects. For example there was a hacking segment that had 3 parts. Hacking, Cracking and Data Flow. Failing two out of the three was not sufficient to cause any additional mission parameters to get added and the entire segment was marked as "passed."
-I didn't not expect to here some jazz in here. It was a nice surprise.
Anyone else just get gifted the prototype on desura from spark? Ate you stalking me now spark ? xDWere you a backer/paypaller? The invites for that just went out! All the $20+ backers got it.
Just so we're clear: future updates to the prototype will be through Desura only?Until we get on other platforms!
Anyone else just get gifted the prototype on desura from spark? Ate you stalking me now spark ? xD
I was talking the web address for the initial prototype download, ie. levelzerogames.us6.list-manage ect....I see it's still up, but basically you won't be sending updated versions to that DL location?
Huh, apparently I have a Desura account. I don't remember making one. Got the thing though. Going to give the prototype a go today.
Huh, apparently I have a Desura account. I don't remember making one. Got the thing though. Going to give the prototype a go today.
Ah... no wonder it didn't look any different.Huh, apparently I have a Desura account. I don't remember making one. Got the thing though. Going to give the prototype a go today.
the one on there is old, though... I'll be making an announcement on the Kickstarter/fb/etc when the new builds are approved!
How much will this game be going for when it is released?
How much will this game be going for when it is released?
I believe his target price is $10 to $15.
As for the Corporation and 'you'... are you just a Johnson within the Corp or some high up Manager/CEO?
The budget you get, is it partially coming from your 3 sub-companies? As in the corporation takes a huge cut, before operation expenses and what is left is yours? Needs more budget data... >.>
corps will have specific response teams, instead of [team-1] challengers of just=the=right profile. the problem is adding a corpsec response team with hackers/etc is a bit silly until the proper support attacks code is in place. actually prototyping out the next pass for conflicts this weekend: each side has a skirmish, flanks, and support section, so where you assign members determines how you're running the fight; screening for your hacker ops to wreak havoc on their systems, risking your guys in flanking to try and take out the rivals, or just going toe to toe...
Associations actually wouldn't be shown on the Intel menu until revealed. You see when you get Intel on something, you can then use that Intel to uncover one of its associations. This currently happening in the hard coded form of spending Corp Intel to gain Intel on an asset. How this actually works is you gain Intel on a public item (like a Corp), or something you've already uncovered. Then you can "burn" that Intel to attempt to uncover things it is associated with: for a corporation, this means assets, operatives, teams, etc. This also means if you the Intel on an asset, you can burn that to learn more about the company holding it, the team that's stealing it, etc.
The economy needs a lot of finagling still. Right now it looks like assets are going to have a larger range of value, so individual assets can be more potent. The the budget should be growing with the corporations power, but it's a bit difficult because they also spend that to improve the companies, which increases their expenses, which means they can't afford a higher budget... Once the economy stabilizes and corporations are appropriately growing and shrinking, the budgets will appropriately grow and shrink as well. As is currently could be doing very well, and the budget will drop because your company - doing so well - invested a bunch in infrastructure and has nothing left to pay you!
Filling out the slush fund is easy, but given the whole point of it is to find and hire operatives, it doesn't actually mean anything on its own. That, and once I start doing the "Cap iteration", then if you just sit back and collect a bunch of money in the slush fund without actually doing anything with it, the corporation will start dipping into your fund to use on other expenses! " well if you're not going to use it, we will!"
The language skills aren't quite what you think they are: everyone's chipped to speak the most common languages! language skills are specifically a combination of etiquette and cultural understanding. But yes, their generation should be a bit less random... But so should a lot of skills. That'll come in the next profile refactor.
I'm thinking of adding a pane on the right side that slides into view when you click on a button, like a tool tip, but a full pane that is the details menu for whatever the item is. I just need to reconsider the menus that are already a bit wide, like planning missions.
When you fail a challenge, you have a 50% chance of "recovering" the challenge, and getting to try it again with their rank reduced by your previous success. If you can't recover or fail a recovery, it fails to an escape or if already an escape, to a conflict.
Timers will be varied. Bought and sold assets are going to be on a shared market. Acquiring and forming companies is in the next economic iteration.
There's no such thing as a financials(vehicle) asset!(?)
Assets should be developing regardless of who gives the order. They currently only update every week , though.
Fonts really don't scale well, so I need to pick a size. Any smaller and it's a bit eligible.
Skills are factoring in the conflicts: there is a set of specific skills that are used in a fight, and each turn the operative is given a set of three skills on that list, and they choose the one they're best at... if any. If you have a fight, and the operative isn't a fighter, they'll just be going off their raw stat. I'm really looking forward to next conflict iteration, where fighters and support will shine.
A specialist - as the term is currently use in the game - is just an operative who is temporarily assigned to a team for that one mission. That all will change once actual specialists - who aren't on retainer, only working on that one mission than leaving for a fee - are included.
Intel does nothing to the budget, it is a means to an end: stealing assets, which helps the Corp, which helps the budget.
Right now there's no difference between steal/destroy... But eventually destroying will be easier, since once you commit your sabotage, your team can bleed back into the shadows. Stealing requires getting in the objective back to base which can bring up its own perils, depending on what you're trying to smuggle across the borders.
There's always a delicate balance of giving too much information on the economy, and intentionally burying some of it. The broker should be seen enough to understand what's going on, but not get pulled into it, since I want their focus to be more on operatives and missions.
I'm erring on showing too much rather than too little; as Intel continues to be fleshed out, more of the rival information will be hidden - needing Intel to expose it. Of course some information will always be public.
Yes, assets are the backbones of missions, but I have every intention of extending them to interact with all "iTargetables", including destroying infrastructure, or directly stealing wealth from other corporations, or inciting chaos in enemy territory, etc.
I put in those memo alerts specifically because of your posts!
I do still need to address team size, but that comes in the next mission/conflict iteration. Basically the different form of tests, so we need to make a stealth tests, the * entire team* needs to pass the test. Sneaky operatives can help their friends, but it's still a risk.
Mission/Plot variety and balance still needs work, though it got more diverse in the last build... but it got a bit TOO diverse, bit too random. balancing acts
The plots you have available are based on the objective and target, with more granularity up as the system develops. For example when you steal an asset, that happens to be a politician, then you can choose if you'll try to bribe him, coerce him, convince hinm, blackmail him, etc. It'll give proposals that makes sense for that target. This another pass on plot tags I have to make that'll make them much better.
I want to make a time slider, complete with a drop down where you can tag different events that you want it to slow down for.
the musicOne guy, Richie Palys. I'll probably make a folder where you can put your own music at some point, but any game music i put in the builds for everyone has to fit my pretty specific requirements.
Third: The Idea.Yep! at some point this is already intended to be implemented, but it's kind of difficult with how things are currently. it needs a lot of other systems before this is supported.
So we're going to be able to strategize during conflicts? That'll be pretty neat.
So the process goes like: Gather intel on the corp. Burn intel to learn something about that corp. Gather intel on the thing you learned about, to learn about the thing? I like it, it's a layered system.
Economyexecs will fiddle with all those values yes. but the main goal is to have a more stable budget in the end making most of that moot. corp does better, budget gets bigger. less wild fluctuations. It is possible to back yourself into a corner, but that's pretty much the lose condition. if you mismanage resources to the point where you've crippled your own operations, that's a game over (or a transfer to a less powerful corp if you're not already on the bottom rung)
LanguagesHonestly i'm probably gonna end up changing the name. but yeah as i said the skillgen isn't very aware of anything other than the profile atm. once traits are in that'll open the door there.
details pane vs. tooltipsthe detail pane is going to be a full menu, like the current detail menus, interactive with options and etc. I *am* using tooltips, but for very different things, like: as you say, explaining what a UI element is, if that information is too dense to show otherwise. or lie currently, where it says who the loyalty % belongs to on the loyalty bar (though that's not ideal,but works atm)
financials(vehicle) assetSo there IS one, the industry(assetType) with no sector part threw me off. the vehicle asset is part of the *insurance* sector, so it's vehicle insurance. there are a few places where the order of ind/sec/type still needs to be clearer but thats just fiddling w/ labels, etc.
weekly budgetthe numbers dont realy make sense on a daily level (op salary = 2.714285714285714), but i'm hoping to have that "weekly estimate" and then live updates for the numbers... but it'll take an overhaul on the economics to pull off proper.
conflicts, skills, recoveryoperatives can "soak" attacks with stats before the more "sensitive" ones take damage. the most literal is in combat, ops can soak attacks by burning agility (representing diving for cover, being suppressed, etc). on an ops turn, they can decide to 'recover' some stats. agility can be recovered in just one turn, representing finding better positioning, regaining footing, etc. Agility is important for attacking, but it also only takes a moment to recover your footing opposed to the trauma care needed to recover Body. they're not very smart about it atm, though. that'sa fore the next conflict iteration.
IntelOnce missions expand outside of assets, there'll probably be an option for just tossing intel up on the market for straight Σ, but in order to do it properly that intel needs to actually get used instead of falling into a void. there are consequences to selling off intel, the least of which is your own connection to discovering it.
destroy/stealwell one of the big things will be once associations are implemented fully: if you steal something, that corp KNOWS that asset! stealing something means they'll want to steal it back, destroy something and they don't really have that option. In theory a proper destroy mission doesn't generate heat until your team is at a safe distance... though i guess that depends on what/how you're destroying.
intelintel also represents more than just knowing it exists. intel is your "in". you can know Zazz soda is in your vending machines, but it's not until you get intel that you know where and how it's manufactured, what the logistics for delivery are like, etc.
Alertswell of course I planned on having an alert system, I meant those specific alerts you mentioned in your post!
team/individual testsI preferred to think of it as your gunner taking someone out while your spy kept watch!
plot tagsheh, yeah that was a coincidence... but is how it's going to work, and soon. the tags are still pretty dumb and not taking asset type into account yet, that's the next mission pass thing.
Mushy<3
Net Gain: SyndicateFrom day 1 I wanted Net Gain to be powered by community contributions, and again, the game is intentionally designed to be powered by community input. It's not really in a place where it can take on too much, but that is the plan. I'm already doing what I can by asking people for headlines, plots, etc... and many of the headlines are from people's contributions already (https://docs.google.com/spreadsheet/ccc?key=0Au4SkJrON54QdEZKbmh3Q3RRaG4tTlpSZkdyRlNvR3c&usp=sharing). I put in as many 'portals' for user content as possible: headlines, asset names/descripts, events, plots, original operatives, conspiracies (missions w/ "prescripted" plots), etc, etc.
operatives can "soak" attacks with stats before the more "sensitive" ones take damage. the most literal is in combat, ops can soak attacks by burning agility (representing diving for cover, being suppressed, etc). on an ops turn, they can decide to 'recover' some stats. agility can be recovered in just one turn, representing finding better positioning, regaining footing, etc. Agility is important for attacking, but it also only takes a moment to recover your footing opposed to the trauma care needed to recover Body. they're not very smart about it atm, though. that'sa fore the next conflict iteration.
there are consequences to selling off intel, the least of which is your own connection to discovering it.
well one of the big things will be once associations are implemented fully: if you steal something, that corp KNOWS that asset! stealing something means they'll want to steal it back, destroy something and they don't really have that option. In theory a proper destroy mission doesn't generate heat until your team is at a safe distance... though i guess that depends on what/how you're destroying.
There's a reason the most popular thread for this game is on DF forums, and why i frequently mention DF: I'd love to be able to keep developing in the same fashion.
Tell me if you can see the challengers recovering body, as that shouldn't be possible. Soaking IS implemented in the other conflicts! Integrity doesn't have a lot of associated skills, but its main strength is in soaking for both acuity and personality. It's the operative's force of will.
All of that comes into play once plots have their "costs and consequence" systems implemented: that's the reason you might choose a plot with some of the stranger skills, because your other options might generate too much heat, or have too high a cost.
To be fair I would love to make some money off this: that'd mean I could bring on programmers and artists and focus my attentions on design and business! Plus, Health Insurance would be nice... And I'm sure Morgan would like an actual wage instead of the pittance of a stipend I can afford. Sure there's shares of future profits on the backend, but that doesn't pay rent now.
CostsAll sorts of costs! there are resources you can earn/collect/develop/find/win that can unlock certain plots that you can then spend them on (e.g. blackmail documents, exotic gifts, kidnapped families...), plus just abstract Power for some plots (bribes, etc). Most of the operating costs of a mission are assumed as part of the budget, but you'll need to dip into the slush fund for above-and-beyond normal circumstances.
sweet sweet cashI do want to have an office, I almost prematurely got one last month, but ironically hiring Morgan meant I couldn't afford the office. I already have two other programmers, designers, and writers working on other projects, so stepping up to a real office would be lovely, but the main point would be in getting enough manpower to really step things up, develop more side projects that can cross-pollinate (like Net Gain: Stories), so on.
SaveIt's a pain in the ass for a game like this, specifically. And the best solution is hopelessly bugged at the moment and the developer for it disappeared. It does need to happen, sooner rather than later, but the rest of the game has so many holes it's not a priority.
For example, I can investigate a city and use that intel to dig up associations tied to it like people who are moving through there, or companies there, or squads hiding out, etc. if i uncover a person, I can either target them for a mission, or use that intel to dig up intel on their connections: who they work for, where they moved to since, what they're carrying, etc. You can use this system to basically ride along a massive connected web of information with ever-changing nodes.
hrm... can yuou give me the full info? I haven't done anything w/ desura since july 24
On the squads, why not just refer to them as cells? [Name] Cell would fit me just fine. Indigo Cell, Saber Cell, ect....
Cohort? I like that better than Cadre.
hrm... can yuou give me the full info? I haven't done anything w/ desura since july 24Not really sure what to tell you. Opened Desura, Net Gain should it had an update available. I downloaded and installed it and then Desura threw errors trying to open the .exe.
hrm... can yuou give me the full info? I haven't done anything w/ desura since july 24Not really sure what to tell you. Opened Desura, Net Gain should it had an update available. I downloaded and installed it and then Desura threw errors trying to open the .exe.
hrm... what were the errors? what's your platform?
Demo version?
And new video is up, builds awaiting approval! http://youtu.be/_zhdzIYeDCg
Though I'm sure most of the world is busy playing GTAV right now.
blah. hotfix patch is out, the features I mentioned wanting for 5.1 aren't ready yet
Uninstall the current version (but do NOT remove it from your Desura account.) Then re-install.
Uninstall the current version (but do NOT remove it from your Desura account.) Then re-install.
damn it i miss clicked and accidently removed when trying to uninstall T.T help ? please and thank you
-I'm seeing 0 level challenges show up. Bug? (Objective: Collection Information. Challenge: Reason(0) )Known Bug! Submit a report, I'll make sure to stamp that one out in the next conflict pass. :D
-I seem to recall in previous versions that the game music would play if the game wasn't the window that had focus, or if it was minimized. Seems that's changed? I prefer to be able to minimize the game while missions are running, ect.... and listen to the music while I do other stuff.This was a choice with the last build: I have the option to make the game run while in "background mode", which I usually set to default since that's how I like to play my strategy games (europa universalis on one monitor, tv shows/internet in the other!). I know this isn't the norm for most games though so I wasn't sure if I should turn it off or not. I think I'll change it back to always running next build.
-On the main menu screen, I think the missions button should have some indicator that missions are currently in progress. A little clock icon, slightly pulsing glow, somethin'.very true, this is intended to happen once those core buttons become gui elements on that main screen instead of just buttons in that starting menu. closer to (but not exactly like) the ones in the mockup pictures, it'll show if you got things running. Then you can click on it and it'll pull up your missions, each button showing what's going on in that mission.
-Had a tense moment: my Admin kept completely blowing their cracking role despite all reason: 3 times in a row! But the consequences each time played directly into both my techies skills. The game knife edges delightfully between infailable challenges and risky gambits.yeah I'm probably going to have to do some design changes to sharpen that knife edge... it's difficult because the escapes and original plots are supposed to be the meat of the "are you good enough" challenge, so getting into a conflict means you've fucked up and is supposed to serve as a kind of punishment for failure. conflicts should be survivable (unlike currently), but with heat systems and such they might still mean the collapse of the mission: if you're screwing up enough to get heat and make things harder, then continuing a more difficult mission is likely to result in more failure, so you'll tend to only continue if the exposure was more of a fluke.
-Unfortunately, my budget woes continue. Within the first 10 minutes, my budget for the department dropped by 65%. It's steadily creeping back up after that, but all my petty cash has gotten eaten up covering the shortfall, and hiring has been a no-go. Glad I snagged two new ops when I did, right at the start of the game.Yeah, budgets are still wonky. There's actually an impressive formula in place to calculate budget changes but I dont think it got implemented properly so I'll have to dig through strange code and change it... but either way, we'll see how things shake out with the new economic system; should be more stable.
-I see you got the mission abort option in there now. Many thanks.Roger!
-When do your choices of plots and missions refresh? As soon as you cancel the mission and start a new one? I find myself sort of shopping now for missions with the risk level I can live with, which isn't too bad, as it gives you a reason to slow down play.Choice of missions is dependent on intel. Choice of plots is supposed to be mostly "fixed" per mission so you have to work with your options, though obviously you can currently scrap the mission to reset and get new plots.
-It's cool watching the associations between cell members form. Ironically, my two female techies have the highest loyalty to each other, outside of themselves and the Corp that is. Neat!It's mostly a 'trick' atm since there's limited input on that system, but it is slowly expanding and linking into new things. it'll get a lot more love in the next operatives iteration which should be soonish.
-Right now I seem to get by on a minimum of five cell members. I pick up a Driver and another computer-affiliated profession and that seems to get me through about 40% of the plots I generate with a small margin for failure. Least used of the default professions by far? Duelist. But I suppose they're there for when you actually foul up.Yeah, the duelist is the guy you hope you don't have to use, but you bring along in case. Well, ideally. with the current lethal conflicts they don't make much of a difference.. they might once response teams are added.
Is there any way for new people to buy into this at present?
Focus is back on Net Gain, but I am still hitting a design wall with the mechanics/menus that I want to fully resolve before I start rebuilding all this stuff. I knew this rebuild was coming, but I want to be sure I'm not setting myself up for another rebuild anytime soon.
Blegh! Major refactoring is being held up by holiday stuff... driving back and forth across the country all month! I'm using the time to lock down some more design stuff but I'm itching to get back into the code... but I know it'll be better if I dont get interrupted for a week+ when I'm just starting.
I did order a new laptop on black friday that I can actually code on (my ancient eeePC can barely start up), but the jerks delayed the shipping to after the holidays (seriously!? The hell kind of ship are you running, Lenovo), but I'm going to see if I can cancel that one and find a local machine so I can start some code during my christmas trip back home.
refactor
RefactoringOye, yeah. It was less due to spaghetti code and more because I had to rewrite such a massive portion of GUI and Mission Planning (two very code intensive parts), that it just made sense to start a clean build. Though getting rid of some of that much that was starting to accumulate will certainly be nice, not to mention applying everything I've learned since starting this project to make things better.
estimateThis refactor could go smoothly or could become a nightmare, and I can't really tell at this stage how it's going to go. Or at least, there are so many variables that the range is too wide to even matter. I'll have a better idea once I get a new playable build - which again, too unclear to say right now.
launching on Steam puts us in front of a MILLION new eyes, and the "update" bumps after are a much more limited market Actually Early Access will have roughly 8-12 million new eyes on it depending on what day of the month you release on. Once you do a proper live 1.0 release you will have up to 64 Million eyes on it, assuming they will still put you on the new release list. Things are changing with Steam and the current trend of putting 10+ year old games on the new release list and watering down the offerings has to change. Unfortunately that might also mean that Early Access games won't get featured the same as a straight to gold release. Time will tell.
I definitely think it's a better code base, and the deeper mechanical changes will tweak the things I saw that simply weren't fun in the old game, but I still want to pack more "new" in so when people come back to the game they won't be upset that all the work was sunk into things they don't even notice. I'm still certain that it's better to release the new build once it's surpassed the old one in all areas instead of just being comparable. I want people to have fun with it, and lets be honest, the old builds weren't really that much fun. This is always hard. Much of the initial mechanical implementation of the game makes it functional but not fun. Further, you need to continue working on the functional side before approaching the fun values. It's hard because you worry that fans will lose faith and also you know how hard it is to add fun to something as complex as what you have created. There is a lot of self doubt and concern and you keep yourself up worrying about it but you still have to just keep on with your scheduled plans and wait for the right moment. You aren't alone. From your design docs that you have shared, you have nothing to worry about. You will be swimming in fun implementation decisions soon.
how long do you think till your ready to put out a new build ?Still too early to say. I want to get one out this summer. I was shooting for the end of June but with the slow progress during April and May I'm not so sure.
Don't feel bad sparkbolt that happens to the best of developers.Well thank you... but as always I tend to be my own worst critic.
Actually Early Access will have roughly 8-12 million new eyes on it depending on what day of the month you release on. Once you do a proper live 1.0 release you will have up to 64 Million eyes on it, assuming they will still put you on the new release list ... Much of the initial mechanical implementation of the game makes it functional but not fun ... If you want to talk about development with another indie hit me up by private message...Yeah, that'd be great! Shoot me an email at John@levelzerogames.com, I think I'd lose track of a PM on the forum.
Case in point, the Cogmind devblog is one of my favorite things.
I'll throw down for the Early Access, whenever that's available. I didn't get in on the kickstarter, but I wouldn't mind paying to see some of the early builds of this. Sounds super neat, and I love to watch the development of concepts like this.
He posted a (non-game) related update on their FB page at the beginning of September.From what I've read, it seems as though it's pretty fleshed out as it is. It'd be a big shame for it not to be completed as it looks awesome, but I think worst case scenario it'll probably come out a little bit light on features.
But yeah, my sense is that he's gotten lost down a rabbit hole of code rewrites. I haven't questioned or criticized it yet because, when you're down already, forumites taking pot shots at you doesn't help. That said, i'm starting to wonder if this is the first successful Kickstarter I've backed that may not actually complete its product.
If he has his head down doing a major rewrite, then that is more encouraging than I thought. It's hard being a one man developer and a PR person at the same time.
...Congrats on your Steam Early Access! The Arms Dealer game definitely looks interesting. Are you part of Case In Point Studios or were they the client?
...I think Netgain falls into the same boat. It's why I didn't burn myself out playing the prototype, because I kind of knew it was going to make me starting doubting the premise, without all those other supporting elements. And for a game like Net Gain, the fun is in the details....not necessarily the basic gameplay loop.I agree, which is another reason development had been so hard, and why I was doubting everything this whole year. I know I'm supposed to be able to achieve a fun game with the simplest of systems and I'm supposed to build on that, and I still think that holds true, though there is undeniably supposed to be a significant portion of that coming from the depth and interactions of all these free agents. It's like having a tamagotchi, the core gameplay of "feed" and "pet" aren't really the fun aspects of it, but ostensibly that's the core interaction mechanic.
...I'm most excited about the long term aspects of this - I think it's a difficult thing to balance...
...(non-game) related update on their FB page ... my sense is that he's gotten lost down a rabbit hole of code rewrites. I haven't questioned or criticized it yet because, when you're down already, forumites taking pot shots at you doesn't help. That said, i'm starting to wonder if this is the first successful Kickstarter I've backed that may not actually complete its product.
[/size]... worst case scenario it'll probably come out a little bit light on features...The next build, definitely. On the plus side, once I actually finish the core systems, the features are easier to develop via actions and plots. Hell, I've got digital reams of docs full of them just waiting to be implemented once the core is in place.
I very much like the 'information economy' ... I would personally like this extended in Net Gain ...That's all pretty much in there already! you can gather Sigma on any target (including regions, markets, relationships). Sigma is basically the sum "point" value of the intel, schedules, favours, moles, and etc that you've set up/discovered relating to that target. Sigma - on a target - is the sum of your actionable resources you can bring to the table. In a location, this can be used to gain sigma on related targets - uncover who's passed through that territory, detail local federal security schedules, infiltrate a local politicians campaign - or to expand a safehouse. On a corporation it gain intel on their connections - uncovering access to their company assets, executives and stores of more liquid capital. On an industry it can raise/lower market wealth -cause crashes and sabotage factories or boost commercial interests and sudden stock rallies. On security it can bribe off detects or increase conflict hits - hire a mole to let you in, or target them for mortar fire.