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KickStarter Underworld Ascendant Pre-Release Thread

Joined
Mar 28, 2014
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RPG Wokedex Strap Yourselves In
Spell casting UI



Also I believe that's the "teleporter room" in the main hub.


The stones look as if they were glued to this guy's hands. He should either put them on his palm flat like a normal person (in that case the size of the stones should be slightly reduced), or he should have an idle animation where stones are slowly levitating over his hand.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
If there are no hands shown by default I can easily imagine what they might look like while casting.

I would not imagine post industrial accident ghoul hands.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.othersideentertainment.com/forum/index.php?topic=6098.0

Morning everyone!

Last week was super busy for us as we gathered together a new build for the third round of external playtesting while demoing at Gamescom! We had a fantastic time, and it was nice to meet some of you in-person
wink.gif


This week, we have our eyes set on polishing up the physics-feel and of course, optimizing the levels. Those of you running around in the external playtest builds are aware that adventures into the Abyss can take far longer than expected if you travel too far along a winding tunnel and lose your way... Chris Siegel mentioned that even he had a moment the other day where he realized he was lost in his own dungeon.
smiley.gif
It's a great feeling.

Later this week, I'll also be traveling to Seattle to demo around PAXWest! If any of you are going, feel free to message me here or on Discord (Flare#3390) for a sneak peek at the build. I'll be hopping around gathering playtest feedback from random gamers, as well as checking out the show when I have time. (If any of you have suggestions for things I must see, feel free to comment them here!)

As for this week's sneak peek at the game... have a look at the Midnight Forum. (SPOILERS of course!)

bQndjGY.png
 

RatTower

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It's copy-pasted from Unity's editor viewport. That's also why AA is off.
Note the black box in the upper right corner. That's where you'd normally see the XYZ-Axis widget.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Nothing much new here: https://otherside-e.com/wp/update-november-15-pc-release-2019-console-release-more/

UPDATE: November 15 PC Release, 2019 Console Release & More!
August 29, 2018


Hello everyone,

Let’s jump right in to the big news:

GAMESCOM REVEALS
Last week at Gamescom, we revealed a new trailer highlighting some of the characters, places, and conflict you can expect to see in Underworld Ascendant.

We’ll be launching on Steam for PC on November 15, 2018 for $29.99. Mac and Linux versions will be available shortly after. For our console fans, we’re also bringing Underworld Ascendant to Xbox One, PS4 and Switch in 2019!

To access your Steam key for the final game in November, check your BackerKit’s Digital Downloads page – and help us spread the news of the release date to friends that didn’t back the game!

If you haven’t already, you can wishlist Underworld Ascendant on Steam here.

We also had a blast at Gamescom, showcasing in the 505 Games booth next to Indivisible, Bloostained: Ritual of the Night, and Control. Thank you to everyone who came by and played a slice of the game!

gamescom_setup3-768x1024.jpg


gamescom_setup2-1024x768.jpg


Catch up on some Gamescom press!

Gamespace: Going Down into Underworld Ascendant
Eurogamer: Underworld Ascendant Gets a November Release Date
VentureBeat: Underworld Ascendant Begins its Dungeon Crawl November 15
Variety: Underworld Ascendant Confirmed for Fall, Coming to PC, PS4, Switch, Xbox One
VG247: Crawl the Abyss Later this Year in Underworld Ascendant

DEV DIARY 3: REIMAGINING THE UNDERWORLD
Last week, we also unveiled our latest Developer Diary! Want to learn more about the story behind The Stygian Abyss and the how tabletop games inspired the crafted look of the game?

Watch the Dev Diary here.



BALANCE YOUR TIME & FACTIONS
We’ve previously explained a little bit about how the Doom Counter works: as Typhon encroaches onto The Stygian Abyss, the world state decays and you’ll have access to different places depending on your previous choices.

Now, let’s take a walk…
18-1024x540.png


Last we heard, The Stygian Abyss was populated by multiple Factions and were struggling to trust each other. Each of the Factions hid away a secret weapon that they devised to stop Typhon, but refused to cooperate with the other Factions to use them all at once. Now that the world is reaching a perilous end state, it’ll be up to you to join together with the Factions to stop Typhon; or discover your own path to peace. Perhaps searching for ancient relics will prove fruitful…

17-1024x540.png


Overall, we’ve been really busy this month: Water now illuminates the light-accepting surfaces around it, we’re strengthening stealth and magic, darkness has been adjusted under the assumption that you have made a conscious choice whether or not to bring a light source…

Screenshot-2018-08-09-13.45.44-1024x585.png


…and poison is something we just started tweaking again. Good luck with poison.

As a reminder, if you want to stay updated on our weekly progress, be sure to read up on our forums or join our Discord for updates. Speaking of our Discord…

EXTERNAL PLAYTESTING & OFFICIAL DISCORD
discord_inviteaug23-1024x642.png

As a reminder, we are still looking for external playtesters! Join us on Discord to sign up for an exclusive biweekly playtesting opportunity and stay updated on a daily basis on our progress.

Please note that all screened playtesters must be able to communicate with us via Discord or our OtherSide forums and that this opportunity is Windows only. If you have any questions about the signups or potential conflicts of interest, you may email us at support@otherside-e.com .



UP NEXT… PAXWest!
pax-west-logo-600x300.png


Last but not least, we’re heading to PAXWest this weekend!

Our CEO and Founder, Paul Neurath, will be featured on a PAXWest panel about making unique single-player experiences as an indie developer this Saturday. We’ll be joined by developers from Lab Zero Games (Indivisible, Skullgirls), Remedy Entertainment (Control), and ArtPlay (Bloodstained: Ritual of the Night) as well.

We hope to see you there!

See you all in September!

Cheers,

The OtherSide Team
 

SophosTheWise

Cipher
Joined
Feb 19, 2013
Messages
522
Chris Siegel mentioned that even he had a moment the other day where he realized he was lost in his own dungeon.

Maybe there's some hope after all. My biggest fear is that this game will just be a series of small physics-puzzle-levels.

The screenshot with the torch also looks neat.
 

Max Heap

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Jul 21, 2011
Messages
617
So today the game's exactly two and a half months away (if they don't push the release date back for another couple of days).
We still haven't seen the other two factions. I guess they won't have their own hub?
We also haven't really seen NPC interaction. I have seen a video with a vendor, but nothing beyond that.
Currently their character artists have pushed out:
- Two types of lizardmen
- Two "thief" type characters (male/female)
- Skeletons with some variations (I believe three - not counting the alpha version)
- The flying lich
- The slug
- The tree thing

They still need at least the shambler models. Though I think there are statues of those - so they might already exist.
Same with the Dark (?) Elves, unless those are the thief characters.

Either way, if they want the game to have more than 2 or 3 enemy types, they still have quite a bit of modelling/rigging/animation work to do.
Environment-wise my guts are telling me, they'll send you into the same area more than once (perhaps opening up otherwise locked doors).
This whole Typhon-Doom-Meter thing makes it seem like that at least.

They might re-use character models the same way. Seems like the economic solution at this point.
 

Curratum

Guest
Sort of like 50% of all the amazing features that Pathfinder Kingmaker got kickstarted on now LITERALLY only exist in menus?

Yeah, I wouldn't even joke about this with U:A... :(
 

LESS T_T

Arcane
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Oct 5, 2012
Messages
13,582
Codex 2014
https://www.bit-tech.net/features/i...cendant-and-reviving-looking-glass-studios/1/

Interview: Paul Neurath talks Underworld Ascendant and reviving the spirit of Looking Glass

Paul Neurath might be considered the grandfather of the immersive sim. He was lead designer on Ultima Underworld, often regarded as the original immersive sim, back when Looking Glass was still known as Blue Sky Productions. As head of Looking Glass Studios, Neurath oversaw development of System Shock and pioneered the stealth genre with the Thief series.

Although the studio closed in 2000, its legacy lived on through many other studios. Warren Spector, the founder of Looking Glass Austin, went onto create the genre-defining Deus Ex, while Looking Glass’ writer Ken Levine founded Irrational Games and made a small game called Bioshock.

Despite this impressive Legacy, Neurath has long felt that Looking Glass’ business went unfinished. In 2013 he founded OtherSide Entertainment, which is essentially Looking Glass 2.0. The company hired many of Looking Glass’ original employees, including Warren Spector and Thief’s lead designer Tim Stellmarch, and is working on two classic Looking Glass IPs – Underworld Ascendant and System Shock 3.

With Ascendant launching in November, we spoke to Neurath about this revival of the Looking Glass spirit, and what it’s like developing an immersive sim in 2018 compared to 20 years ago.

bit-tech: What made you decide to do this now?

Paul Neurath: The specific thing that triggered this was kind of serendipitous; we got the rights to take the System Shock and Underworld franchises forward, that had been fallow for onward of two decades. So there was a long period where we couldn't do anything with those. The rights were tied up, and we were able to free up those rights and take them forward

I think when we made those games originally, we never imagined that gamers, uh, not only the generation that played them back then, but a newer generation who weren't necessarily playing games when these games came out, still remembered those franchises and had a real interest in them. And so the fact that they lived on in the imagination of – you know, where did those franchises go? Where did System Shock go? We get a lot of that. And the ability to take that forward is pretty unique and pretty exciting.

How are you planning to push those ideas forward? What new things do you want to explore that you were not able to explore before?

[In 1992] we were sort of barely capable of running a first-person immersive sim using the very early generation of texture mapping at the time. If it was a couple of years earlier we could not have done it. So we were right on the bleeding edge. But still, even two to four years later, we were still tightly constrained by the hardware. Fast forward to today, the capability of PCs and consoles is just light-years ahead. And so you can do a lot more, and so people are obviously doing a lot more. I think at a higher level, getting into the details.

Where we take a somewhat different approach to most of our peers is, you see, where it seems like typically the lion's share of the capabilities of these systems goes is to pure graphics. More visual fidelity. Higher 4K, all the tricks, just pushing so you get the highest visual fidelity. Nothing wrong with that, that's part of the immersion. No question at all it is very important. But I think where we differ somewhat is we go under the hood, and we're looking at it somewhat more broadly than just the visual.

When we think of immersion, we think of something like audio, the Thief games being a prime example. It's so important to the gameplay and the sense of the world, it just rounds it out and fills it in in ways that you just can't do purely with visuals. Or the physics of the world. We go kind of crazy on modelling all the underlying physics of the world, and the sim elements like heat and light and flames and water and how they all interact, where nearly all games simplify that, board-game it and abstract it out.

So you’re planning on going deeper?

Under the hood when we build these games, they're built on a simulation engine. With Underworld Ascendant, which is the next chapter in the Underworld Series, the way we think of that is, yes it's a fantasy, it's a high fantasy world the way The Lord of the Rings is a high-fantasy world. But we think of it as, let's recreate it as if you as the player were teleported into that world. The kind of things that you could do, the action you could take, the way you could interact, would logically all play out.

So, yeah you can cast spells and stuff. But you can't topple those barrels down a ramp, and run over, crush some enemy, in a lot of games, and you can in this game. Or set the barrel on fire before you do it, and they get fire damage. We want to create, the richness of the sim ends up creating nearly infinite permutation on how the player interacts with the world and the choices that they make. We want to give the player a rich palette of choices.

One thing I've noticed is that today there are quite a lot of games that apply the tenets of immersive simulation in play. With this in mind, what relevance does the immersive sim have in 2018?

I think part of it is just going deeper on that, really just taking out all the stops and going deep on it, so really letting the player have an enormous amount of choice and freedom, so the “open world”, not in the sense that I can run 100km across a landscape, but open world in terms of the choices seem infinite.

There's a lot of smoke and mirrors. Most of these games historically, the amount of true immersive simulation is actually pretty limited. You quickly run into, 'Oh well, we didn't actually simulate that, that's faked'. That happens a lot. Sounds simpler than it is, but if you could just open that up a lot more, it allows the players to experiment and try clever things, twofold, four-fold, eightfold. More than they otherwise could. And it just opens up a much richer experimentation in gameplay.

For Underworld Ascendant, it goes deeper across all those axes, so it's got deeper combat. It has more of a fantasy RPG root to it, so if you want to play a character who’s like a fighter and focussed on fighting skills, you can do that and go quite a bit deeper on that than, say, Thief would allow you to do. But at the same time it's offering a deep stealth tree, so you can do a lot of things in stealth games like Thief. It also has magic, so you can develop your magic skills. Or you can mix and match. We don't constrain you.

We've been quite spoiled for big-budget immersive sims since about 2010, with games like Dishonored and Prey and the Deus Ex reboots acting as a second wave. That seems to have come to an end now. How does that affect you?

I do feel like as an indie game developer, any game developer, certainly this is Warren and mine's philosophy, you have to bring something new to the table. It's gotta be something new that the player hasn't seen before. Because, you know, it's entertainment at the end of the day. You don’t want to play a slightly more polished version of the game you played last year or five years ago. So we're always trying something new.

I'm not sure I'd call [immersive sims] a genre per-se, but as a style of gameplay that could be overlaid into a particular genre like a fantasy RPG. I think it's around for the long haul, but how it gets expressed, that's continually evolving and we really want to push that forward.

One example is that, when we created the Looking Glass immersive sims back in the nineties, there were not real social channels, no ability to share your experience with friends or other players. So if you came up with a cool solution in Thief, that few other players or maybe no other players tried or knew existed, pretty much no one else, it was very hard for anyone to know that you did that or learn from it or share it. Now with all the social channels out there, and the way a lot of players do a lot of watching of gameplay as part of their experience, that's all changed, [and it's] an area where we want to make sure that we're feeding back into the game-player community. Oh, ok, this player came up with this really cool, unique, way to solve this particular challenge, and they get kudos for that, in-game, tangible rewards for coming up with novel solutions.

Lastly, what are the main challenges you’re facing today, compared to back in the nineties?

Well in the nineties, the original Underworld was, it was so new, we took a lot of technical risk and creative risk, and we genuinely didn't know whether we could make the game early on, whether it would be even feasible. Nor did we know what the audience would think of it, and that was kind of a crazy risk, and that was essentially our first game as a studio. We actually happened to do a Madden Football for the SEGA Genesis at the same time, but we'll put that aside.

As an indie studio, we're not [doing] big budget, AAA, projects. We've worked on those kinds of project in years past, when Warren was at Disney doing the Epic Mickey games, those were AAA big-budget projects with very large teams, several hundred people. We have embraced the indie-studio approach. We're having more fun doing it, it's nice working with a smaller team, and where everyone on the team has a genuinely significant contribution and role to play, if you've got 200-300 people on a team, the fact is that most of those people on that team don't have a significant impact on the ultimate game, they're doing small, little compartmentalised pieces.

The challenge is we are, in some sense, still going up against those games. The player we want to reach is playing games that have the hundred million dollar budgets, and are full-on AAA with drop-dead gorgeous visuals and enormous amounts of content, I look at games like Fallout 4 and the amount of content that goes into those games is huge, it's massive.

We're trying to be nimble, agile, like the mammals among the dinosaurs. But what encourages us is we've seen a trend that a lot of players appreciate games that bring something fresh and innovative and, you know, players don't necessarily have the time to play these massive games. How many players play through 200 hours’ worth of content?

Thank you for your time.
 
Self-Ejected

unfairlight

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Who knew that the spirit of LGS was physics gimmick games.
Maybe I was wrong to assume it was about being innovative and essentially inventing new genres on their own.
 

Invictus

Arcane
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Divinity: Original Sin 2
There was a new gameplay video on Eurogamer and it looks... okaish, still a lot of issues like that chest bug and combat still makes Skyrim look deep and responsive in comparison
The most cringe worthy thing was the inclusion of “multiple portals” since “backtracking is boring and this keeps you moving forward”
Looking still decidely mediocre and popamolish
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
There was a new gameplay video on Eurogamer and it looks... okaish, still a lot of issues like that chest bug and combat still makes Skyrim look deep and responsive in comparison
The most cringe worthy thing was the inclusion of “multiple portals” since “backtracking is boring and this keeps you moving forward”
Looking still decidely mediocre and popamolish

Don't just tell us about it, post it

 

BEvers

I'm forever blowing
Joined
Aug 14, 2018
Messages
808
How much is this gonna cost on release?

"We’ll be launching on Steam for PC on November 15, 2018 for $29.99. Mac and Linux versions will be available shortly after. For our console fans, we’re also bringing Underworld Ascendant to Xbox One, PS4 and Switch in 2019!"
 

SophosTheWise

Cipher
Joined
Feb 19, 2013
Messages
522
There was a new gameplay video on Eurogamer and it looks... okaish, still a lot of issues like that chest bug and combat still makes Skyrim look deep and responsive in comparison
The most cringe worthy thing was the inclusion of “multiple portals” since “backtracking is boring and this keeps you moving forward”
Looking still decidely mediocre and popamolish

Don't just tell us about it, post it


Gosh, I keep thinking this will be absolute trash, yet I still hope somehow. But irrationally so. I mean, melee combat is abysmal. Jesus.
 

Siveon

Bot
Joined
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Messages
4,510
Shadorwun: Hong Kong
I really hate that it looks like exactly the kind of RPG that I want but it falls short in many areas. That's so frustrating.

I guess I should replay Ultima Underworld. AGAIN.
 

BEvers

I'm forever blowing
Joined
Aug 14, 2018
Messages
808
How many areas are there, have they said anything? I have a twitch telling me there will only be a few maps and you'll get prodedural missions sending you there again and again.
 

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