Jenkem
その目、だれの目?
pshekslop
There was this image we made for our kickstarter, listing some of our inspirations:Please share.after referencing some of the developers' influences.
I'm very glad that at least one person got something out of these efforts!Also please share.but also for finding other indie immersive sims that aren't on my radar.
Anime fans outnumber deus ex fans by a factor of several thousand, and some of us have the good sense to be both.Relax my man, bring it onthey are, god forgive me for using this term,
I don't think God will forgive you for that.adorkable
As for the game, I see the devs are in this thread so I will refrain from saying what I truly think of the bigass anime girl head on the protagonist, but I will say this: while I respect you folks going for your integral artistic vision for your creation, without giving in on any aspect of it, I'd say you should also not lose focus on the fact you're making a game for an audience to enjoy, an audience that will comprise of mostly 2000's Deus Ex fans, and I can't see this audience's #1 dream being to play "Deus Ex but JC has a waifu bobblehead". I'd fear alienating my playerbase, but then again, I'm not into that style at all. In fact I had this game on my wishlist and removed it when I saw the animu bits. I think quite a lot of people will give the game a try despite the character design, meaning, the rest of the stuff here will have to fight with and ultimately outweight this character design in order to successfully attract the players, so I'd imagine this will always be a big "yeah it was a good game, BUT..." for Peripeteia.
I think what I want to say is that, to me this seems like an unnecessarily self-inflicted con for the game. As a matter of fact I just checked the Steam forums and, as expected, there are a couple threads complaining about this aspect. Now imagine if the character design was more normal, like 99.9% of the people would expect and anticipate from this game when they discover it. None of this "this looks very promising, BUT..." would exist, people would just be into it and hyped with no caveats.
Some games from the devs that grace the periserv with their presence (in order of their nicknames), still worked on or released:
[massive list follows]
Even when peri was small, I got banned from and scoffed at on a few discords for being an asshole, aka sharing/promoting the game. Because as an indie dev you're supposed to buy ads from zucc or some shit. I vowed never to allow such a thing happen on the pericord, so any and all devs, artists, musicians, etc. are welcome to shill there. I really hope in the surprising success we achieved, we can help other imsim devs get noticed, and the presence of the larger ones is a great honor, both ones that joined organically and ones I invited over. Also hopefully made it a fun place to discuss these games in general.[massive list follows]
Are you sure the server is for your game and not a meeting point for all imsim (and related) devs? :-P
Thanks for this and the last post. So much promising shit here I haven't seen before.I vowed never to allow such a thing happen on the pericord, so any and all devs, artists, musicians, etc. are welcome to shill there. I really hope in the surprising success we achieved, we can help other imsim devs get noticed, and the presence of the larger ones is a great honor, both ones that joined organically and ones I invited over. Also hopefully made it a fun place to discuss these games in general.
Though I may be wrong, lmaoJust didn't think the writings of Francis E. Dec are mainstream enough.
I tried it and uninstalled after about 20 minutes. Despite looking like ass (which I would forgive), the performance is shit (or rather, it's uneven, going from 40 FPS to 200 all the time for no apparent reason), and worst of all, the movement is terrible (sticky, clunky, imprecise). What little I've seen of combat wasn't very promising – backstepping made you practically invulnerable, as the moment you stepped two feet away from the enemy, he cancelled his attack animation, moved to you, and started it all over again. Perhaps the most damning thing of all were the bugs, however. I reloaded a save, for example, and found all the chests I've looted refilled...3 reviews? brutal.
I've noted a few demos to download but specifically i liked how this looks.
RatTower this game gives me Monomyth vibes, curious if you've played it. a good list of games above, either way.
I played it. Quite rough.3 reviews? brutal.
I've noted a few demos to download but specifically i liked how this looks.
RatTower this game gives me Monomyth vibes, curious if you've played it. a good list of games above, either way.
I don't know if you do or do not appreciate it, but it's clear that your analytical approach to dissecting issues, learning from your mistakes, etc is buttressed by your education. I didn't play IH, but based on your description is sounds just as you describe: the result of an ad hoc process. That's ok, everyone starts somewhere. Take your Beta update 2. It was a metaphorical split in the road: when faced with some of the same issues as the IH dev(s), do you take it as an opportunity to learn and advance, or trudge on repeating the same mistakes for the rest of the game?First, your geometry is too big, then your detail meshes are too small, then your lighting becomes flat because it has to cover a lot of ground, and in the end, you have a level that plays like a slog because your player movement isn't really adapted to the distances. Also, culling will become difficult (likely thanks to endless sightlines) and you will probably get performance issues as well. Monomyth had similar issues in Beta Update 2. I axed a lot from that update to counteract these problems, but I will probably still have to split the area during polishing. So in other words: Bad scaling is a gift that just keeps giving.
Quit playing other games and posting well reasoned and analytical discussions on Prestigious Magazine forums and slave away on Momomyth!! I want to play darn it!!I played it. Quite rough.3 reviews? brutal.
I've noted a few demos to download but specifically i liked how this looks.
RatTower this game gives me Monomyth vibes, curious if you've played it. a good list of games above, either way.
Besides the points that were already mentioned it had a lot of areas that were lacking details or mixing assets in a very jarring way. The scaling was off in a few scenes as well. Usually, this is the result of ad hoc designs and going in without much of an iterative process. This can become a major issue because bad scaling propagates through different stages of level design. First, your geometry is too big, then your detail meshes are too small, then your lighting becomes flat because it has to cover a lot of ground, and in the end, you have a level that plays like a slog because your player movement isn't really adapted to the distances. Also, culling will become difficult (likely thanks to endless sightlines) and you will probably get performance issues as well. Monomyth had similar issues in Beta Update 2. I axed a lot from that update to counteract these problems, but I will probably still have to split the area during polishing. So in other words: Bad scaling is a gift that just keeps giving.
Conceptually IH had a few good ideas in terms of world layout though. There were one or two big "hub" areas that would serve as an "open world" so to speak. From these hub areas, you could enter all "dungeons" and NPC hubs. Of course, again, scaling was a problem, but the idea was not so bad.
Recently I saw some gameplay from The Elder Scrolls Online: Greymoor, which really surprised me because it also went with the idea of a big underground level that was more or less an open-world map (Blackreach). It was a good showcase of the level of detail required to really make that kind of scale work.
I don't know why we made this but expect a new demo to drop for nextfest yes that is the confirmation lmao.
Also, why does Lyube at 1.43 speed sound like neko-arc?
Rip enemies arms off, bind their flesh to your own. New augments, new genocides, new demo. October 9th for Steam Next fest. Patrons get to try it now (it's glitchy, don't worry).
PERIPETEIA is a successfully kickstarted indie cyberpunk first-person game releasing in 2023.
There are many solutions for your problems, at times, it's spiritually an OSHA violation.
Enemies can smoke and use certain items dynamically. We have yet to program in lung cancer or addiction though.