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Topics - Intrinsic

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1
Have been playing AutoChess since Jan and eager to try this out, 3 free keys were given out to Dota Battle Pass owners fyi.

2
Other Games / Orwell - Surveillance Em' Up?!
« on: October 17, 2016, 01:09:21 pm »
A NEW SOLUTION FOR STATE SECURITY

Thanks to the government’s Safety Bill, the Nation is experiencing the lowest levels of violent crime in years. But, our ambitious goals have not yet been reached; there still exists those who would pose a threat to our peaceful citizens. To all of us.

In order to ensure state security and protect personal freedoms, a new kind of technology is required…


INTRODUCING ORWELL…

A new security program that combines cutting edge information retrieval with human-directed suspect profiling.

For Orwell to be truly successful, however, we need you. Someone outside of the Nation, capable of discerning information posted by suspects online, obtained through communication devices, and personal files. You will have to carefully decide what information is crucial for our investigations. What we need to know.

Be aware. There is no overstating the importance of your role. Stakes are high and lives hang in the balance.


WANT TO KNOW MORE?

Need more information? Please watch our recruitment video.
https://www.youtube.com/watch?v=up-yaDbqH2k&hd=1


http://orwellgame.com/

I was reminded about this game today when i got sent an email

"Hello Applicant,

I am pleased to confirm that you have been accepted from a pool of over 47,856 applicants to be part of the first Orwell trials to be held in The Nation."

I had forgotten i'd signed up for it! It looks pretty darn cool though so can't wait to try it out.

3
The blurb:

"Jump into the shoes of an early 20th-century industrialist, start your own industrial revolution, and build a financial empire to rival any in history.

Project Automata is an industrial tycoon simulation game with an advanced A.I. driven economy that will challenge and surprise players at every turn. Every town has it’s own mayor and council that makes autonomous decisions and constantly changes the economic landscape, which creates a living, breathing world. Combined with procedurally generated maps, no two games are ever the same. If that’s not enough, we are also planning unique scenarios and a story rich campaign.

Our dedicated and hardworking development team has spent over a year slaving away at their keyboards to bring us this beautifully hand-crafted, genre-blending game that combines the best of real-time-strategy with a sophisticated industrial simulation. The wonderful and whimsical art style combined with the beautiful musical scores will keep you engaged and playing for hundreds, if not thousands of hours."

Teaser: https://www.youtube.com/watch?v=tZzE6NCxfCs

Sabouts started an LP of it: https://www.youtube.com/watch?v=YQux_zYmGWs

Lead Dev Q&A: https://www.youtube.com/watch?v=w5IgaNpX9r4

Kickstarter is coming in October and this looks pretty cool if you like games like Transport Tycoon etc.

The demo is available from the main page linked below.

http://www.projectautomata.com/

4
Let me tell you a story, ~4 years ago there was one of the most fun multiplayer games ever called Dinglepop, it was a pretty simple bubble breaking game. By matching colours or lines or something on your part of the screen meant you could spawn bubbles or random bad effects on the other players area and it was so so much fun. Then zynga(sp?) bought out the parent company(omgpop) and for some reason cut almost all of their catalogue from play. Me and my friends played this a lot against each other and was sadneded that they removed it.

So my question is, as i cannot find anything that scratches my dinglepop itch can you recommend any games like this, preferably free as my friends atm are all in college/uni and have little to no money.

In fact it doesn't have to hindred the other player, just any fun multiplayer free games, web or otherwise i've tried most common ones like Town of Salem/Hedgewars but maybe a few i missed.


Many thanks in advance,

Intrinsic


5
Other Games / Duelyst - F2P Tactical CCG - New Expansion due 11th July
« on: April 29, 2016, 02:16:44 pm »
https://duelyst.com/

I just started this today and i must say it's pretty darn good fun and an exceptionially good pixel visual style with all the units beautifully animated. It's F2P with a very generous model.
Intead of just having cards you place on the board like MTG etc you place units which you can then move around and have various abilities.

Blurb from the wiki:
DUELYST is a competitive strategy game focused on tactical combat, squad building, and ranked ladder play. Each battle is a 1v1 match between two online opponents. Gameplay in DUELYST is turn-based, with players taking turns to play cards from their hand to cast powerful spells, equip mighty artifacts, or summon deadly minions to move and attack on the battlefield on their behalf. Each match is fast-paced (less than 10 minutes) with a simple winning objective: reduce the enemy General's health to zero before they can do so to you.

Choose from 6 Factions to play, each with their own unique minions and positioning capabilities.
Build your custom squad from over 350 battle units, spells, and artifacts.

If you use this referral code: intrinsicpalomides
you'll start with a bonus 100 gold which is the value of 1 pack of cards.

You can enter this referral code during signup & in the settings under “Redeem referral/gift code”.

Trailer: https://www.youtube.com/watch?v=V7J0cO6AMdU

A few screenies:









Old topic, older than 120 days: http://www.bay12forums.com/smf/index.php?topic=153693.0

6
Other Games / [Roguelike] The Ground Gives Way
« on: October 19, 2015, 01:04:18 pm »
"The Ground Gives Way. A coffee break roguelike with a simple interface, high re-playability, high variation, and lots and lots of stuff…"

Just saw this pop up on RPS and they speak very favourably of it, article here: http://www.rockpapershotgun.com/2015/10/19/the-ground-gives-way-free-roguelike/

Game site is here: http://www.thegroundgivesway.com/download/

Gonna jump in and give it a shot!

Edit: Just to add it is free btw :)

Edit 2: Has lots of cool ideas, lack of diagonal movement = eww though. Also i'd like to be able to press return instead of having to press space to use something, and also use numpad to move. I managed to kill the Troll at the end of the tutorial without heal pots rwar!

7
Other Games / We Are The Dwarves - Kickstarter
« on: June 26, 2014, 02:54:44 am »
https://www.kickstarter.com/projects/whalestudio/we-are-the-dwarves

"Story-driven real-time tactical action game about the three dwarven astronauts in the Stone Universe. Developing for PC and Mac.

The game is about a trio of dwarves in the Universe of the Eternal Stone. Depending on player's tactics, characters can either fight or hide from their enemies. The hostile creatures have real “senses”. They can hear you, they can see you, they can even track your scent. Our world has so many mysteries, that you just NEED to be part of it all. "


The art style and the quality of the video's posted so far just grabbed me and screams a quality game will emerge at the other end. It looks and sounds very cool so i put some money in, was suprised it wasn't posted here already.




8
Other Games / Dungeon of the Endless
« on: December 17, 2013, 07:41:31 am »
Shocked and flabberghasted there was no post on this already, thought it'd be right up our bay12 alley.

"Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out... so what could go wrong... open the door!"

Looks very cool and been keeping an eye on this for a while, and the guy below in the vid link really hit a chorde with me when he starts talking about tower defence games(i'm not a fan either), you'll need to watch the 1st few mins to see what i mean.

http://www.rockpapershotgun.com/2013/12/12/the-wait-for-dungeon-of-the-endless-is-at-an-end/

Video.
http://www.youtube.com/watch?v=wKJk3gvtLyc

Steam Early Access:
http://store.steampowered.com/app/249050/?snr=1_7_15__13

May even purchase it today, anyone else tried it? after thoughts and bay12 knowledge before i splash out.

9
http://www.rockpapershotgun.com/2013/12/09/first-look-no-mans-sky/

http://www.rockpapershotgun.com/2013/12/08/whatever-you-do-watch-this-hello-games-no-mans-sky/

Form RPS:

No Man’s Sky trailer, first broadcast on December 7th as part of the Spike VGX awards, opens by stating that the game’s “every atom” is procedural. What follows shows a character emerging from an ocean full of fish, climbing inside a spaceship and flying into space in a single contiguous motion, interspersed with quick shots of different planet surfaces, gigantic space stations, space combat, deformable terrain and more.

It’s fantastic, and exciting, and it leaves you with no sense of what the game is. The trailer shows you just enough to suggest it might contain everything you can imagine. It’s the space game you always wanted, as far as you know.

Luckily I had an advantage. When I first saw the trailer, it was a few days before the VGXs, and it was with the nervous, tired, excitable Hello Games development team. I spent two hours afterwards quizzing them about procedural generation, but also about what you actually do in No Man’s Sky.

Every player in No Man’s Sky will begin their life somewhere along the edge of a galaxy. Everything in the trailer takes place in a single solar system near the galaxy’s edge and, red grass aside, on Earth-like planets. “It helps to ground people and I think if we hadn’t shown that, people would go, ‘what the fuck?’” Sean Murray, lead developer on No Man’s Sky, is choosing his words carefully. “It’s quite weird to see a thing that isn’t a fish, in the water. And so we have grounded the trailer in a particular solar system that kind of makes sense for people.”

Which suggests it’s not going to make sense later. The loose objective for players of No Man’s Sky is to head away from the edge and towards the galaxy’s centre. As you do, the planets you visit along the way become more mutated, more dangerous.

“I hate doing this, but it is the simplest way to give people hooks for the game. Games that we will get compared to, rather than I would compare us to, would be Minecraft, DayZ, but also Dark Souls to an extent and probably Journey.” Murray is torn by these descriptions. “I hate the idea that people will go around and say, ‘It’s like Minecraft but in space.’ Fuck off!”

Let’s just get it out of the way. No Man’s Sky is Minecraft in space. Also I would compare it to DayZ and Dark Souls. I haven’t played much of Journey, so – twist – I’d throw in Spore instead.

I’m being an ass, but these are useful points of comparison for the ways in which No Man’s Sky differs as much as for the ways in which it is similar.

As you make your way towards the centre of the galaxy, the planets you pass are stepping stones along the way. You’ll land your ship on them and go hunting for resources. Those resources then, in some unexplained way, aid you in upgrading your ship and yourself. These upgrades allow you to travel larger distances, or maybe make you faster, or probably improve your guns. It’s still ambiguous.

The other reason we’re not seeing beyond these worlds is that Hello Games want No Man’s Sky to be about discovery. “What we wanted to get across was a sort of frontiersmanship, a sense of mystery and wonder. For me exploration is seeing something no one has seen before, and for your experience to be unique.”

This is also why the game is procedurally generated. At one point during the conversation, an odd, exciting question is raised: is No Man’s Sky the first game without a skybox? If you’re standing on a planet’s surface and look up, every single dot in the sky is an actual star you can go visit. If you see a tree three miles away, you can walk to it and find out what’s underneath it.

Exploration and resource gathering are the ways, really the only ways, in which the game is similar to Minecraft. The planets you land on aren’t cube-shaped and it’s unlikely you’ll build a house on them. They are the equivalent of Minecraft’s network of underground caves: exciting to find, unique to you, and full of materials which give them significance and value despite not being handcrafted.

Any planet you discover on your journey is marked on your galactic map, along with its name, its atmosphere and what resources you found there. If you choose to, you can then share that information with every other player, uploading it so that it’s shared across everyone’s galactic map.

You’ll get credit for discovering it. You’ll also, if the materials there are valuable, attract players to come visit. No Man’s Sky isn’t a multiplayer game, in as much as you’ll never see another player. But the galaxy is the same between everyone and actions of “significance” will be shared. If you kill a single bird, that won’t be shared. If you make an entire species of bird extinct, then those creatures will blink out of existence for everyone.

That means you might want to keep quiet about a planet of valuable resources, so others don’t come and deplete it. I also instantly start thinking of ways to be devious. Can I upload false information to the galactic map? Can I lure people to a system full of pirates and then, when their ships crash and burn, steal materials from their ghostly hulls?

When I ask these questions, Murray is light on specifics, but hopes players will work cooperatively. “There are some things that you could do for the wrong reasons. You could broadcast certain information for the wrong reasons. But generally people are playing together cooperatively to the benefit of everyone. You can be a dick in the game if you want, but it has less point and less value.”

These are the ways in which the game is like Spore, or to a lesser extent Dark Souls. It’s a singleplayer experience, but one enriched by a community playing with shared purpose.

This maybe makes the final point of reference a little strange. DayZ is dependent on other players to fuel its survivalist anecdotes. Yet it’s the game Murray mentions most.

“We are designing a set of rules, not designing a game, and I think when I talk about DayZ that’s how those feel to me. Your experience in DayZ is your experience, and there’s a set of rules in that 200km square that you then go out and experience and make stories in. And that is what we want.”

Those systems-driven experiences begin with the way the galaxy is constructed – “Every Atom Procedural” – but extend to every part of the game design. “If there’s a crashed ship, it’s there because a ship has crashed. If there is a trading outpost, those things are there for real reasons, and the way the creatures behave around those, and the type of creatures you see are there for real reasons.”

It’s about moving the design away from strictly authored experiences, in which your actions are tightly scripted and controlled, in favour of something more expressive.

“You will at all times feel very vulnerable in this universe and not necessarily empowered,” explains Murray. “You have an enormous amount of freedom, but maybe not masses of power at your disposal.”

The emphasis on exploration and discovery, and that reference to Journey, doesn’t mean the experience of playing as passive. More than any of the claims about the size of the universe, this is the stuff that I find exciting.

“It has a set of core mechanics that you can choose how to deal with situations, and how to interact with people, and how to upgrade yourself and how to upgrade your ship,” says Sean. “We want you to make choices at all times as you go through. Like in your ship, how much cargo, how much fuel to take, and we want you to live with those choices.”

“You can be that guy who just wants to walk around, find one planet and just explore that,” says Murray “But you can also play this game and not care about exploration at all and be all about building yourself up. You can also work to help other people, you can be that person. There are like a lot of different roles you can fill.”

They don’t want to closely define the experience. That’s the opposite of my goals in describing the game, but I appreciate the overall philosophy. “You are not going to boot up the game and find a 15 minute tutorial. You are not going to find a classic RPG structure.

“We want things that happen to you to have real meaning because of those choices, in a similar way to I feel like DayZ does, and for you to want to survive in that game.”

Note the word “survive”. Failure is a big part of No Man’s Sky, although it sounds as if the exact mechanics aren’t set in stone.

“How it is at the moment, is that you can’t die, but you can lose everything,” explains Murray. “There is no saved game. Your game will be saved, your progress is saved all the time as you go along, but if your ship is destroyed then you go back to a lifepod and you’ve lost that ship, and that is your everything.”

If you decide to fill your ship with fuel and go on a risky trip to a distant, dangerous solar system, you could find yourself in trouble. “If you warp in and it is to a solar system that is full of pirates and you get shot down, then you have lost all of that. You can then rebuild from there, and you will be where you are in that universe.”

It’s your ship which defines how quickly you can progress between solar systems, so losing it would be a big blow. But if you’re lucky, you might crash land on a planet full of useful resources. “You perhaps find things that you can’t even make use of at the time and earmark that for yourself or your friends to cooperate with you to build yourself back up.”

“I think probably if you were going to think of anything, you would think of games like roguelikes. If you want to put it in a box, which I would rather you didn’t, then that for me is the most similar experience.”

I love my roguelike box and I am happy to put No Man’s Sky inside.

I’m being an ass again. I understand Murray’s reticence in drawing comparisons. They don’t want to be hammered for not including features from games they never had any intention of mimicking in the first place.

Even other space games don’t necessarily sit well with Murray as direct comparisons. EVE Online is the only one mentioned during the interview, although he’s still as keen to stress the differences as much as the similarities.

“Don’t take this the wrong way, but our background is as console developers, and I think everything about the game bears hallmarks of that,” says Murray. “In terms of your controls, in terms of the fluidity of the game, this is not a quirky, hard-to-decipher experience.”

Roguelikes, upgradeable ships, and Dark Souls, yes. But not necessarily tech trees and context-sensitive right-click menus. Hello Games are still the company that made the peppy, stunt racing Joe Danger.

Their commitment to capturing that same good “feel” is reflected in No Man’s Sky’s four-person development team. Of the three programmers, Murray does the “really big” procedural systems, and Hazel McKendrick is mainly focused on creatures and the look of planets. That leaves Dave Ream to focus solely on “gameplay”.

As if to underline its importance to the team, it’s Grant Duncan, the game’s sole artist, that first brings up the subject. “Going from Joe Danger to this is obviously a bit of a leap, but we’ve always been really obsessed with that feel of games. When you start playing a game, the way you’re interacting with it, the way the jump feels, the movement, feeling smooth. In Joe Danger we were completely obsessed with that, and we still are obsessed with that.”

“It’s weird because my work isn’t in the trailer,” says Ream. “You can’t feel the game by looking at it.” The little bit of camera shake as you blast into space, though? That was him.

This sounds like minor detail, but these details matter. You’re mad if you think they don’t. More than that, they ground No Man’s Sky’s ambitious claims more so than the Earth-like fish in the water. “It’s not some tech demo that we’re putting together,” says Murray.

I’m relieved. After separating out the bold claims of its procedural generation to focus instead on mechanics, I can start to imagine myself playing the game. I can see that loop of activity: the minutes and hours of planetary exploration leading to the minutes and hours of upgrading, of travel, of discovery, and of combat. Maybe this is the space game I’ve always wanted.

It’s still far too early to tell, but you’re allowed to be excited to find out.

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Other Games / Anno Online closed beta key grab
« on: April 28, 2013, 07:02:53 am »
430 keys left atm. If you like Anno you may as well grab one :) It looks like it'll be free to play come release.

http://www.mmorpg.com/giveaways.cfm/offer/442/Anno-Online-Closed-Beta-Key-Giveaway.html

11
By a stroke of luck i noticed my Mayor(who is listed on the Unit's screen as being "mayor vampire") is on the same tile as my archer commander guy who's  v -> w status listed himself as being "faint" in purple and is sleeping. They are in the dinning room...

Is there anything i can do?

TIA.

Edit: Seems i managed to interrupt his feeding using an alert.

12
Hi all,

I just noticed this in my fort, i did do a search of the forums and mantis but turned up nothing so apologies if this is known and i missed it somehow.

In the screenshot below i have 2 dwarves, both going back and forth along the red lines bumping into each other and then going back the other way until they meet again and then repeating the process over and over and over. I'm guessing at some point if they get lucky enough to hit each other around where the green arrow points they'll sort it out, but it's been a while now and no luck. Is this a known issue/bug? should i upload my save and report it as a bug? maybe there is someway to kick them out of the loop?



Any info appreciated,

Intrinsic

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