ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,854
Hairy crocodiles?No my friend, there's only one furry creature who can survive an apocalypse and it lives in the sewers of any city
Hairy crocodiles?No my friend, there's only one furry creature who can survive an apocalypse and it lives in the sewers of any city
One man's failed perception roll is another man's successful stealth roll.wow this looks great. how did i miss the whole thread?
wow this looks great. how did i miss the whole thread?
why don't just "persuade" your brothers into joining the zombie master race?wow this looks great. how did i miss the whole thread?
I suspect that because our fans love USG so much they want to keep it all hush-hush, just for themselves. Like when you find the last candy and you have 5 older brothers in the house.
Pretty sure our marketing budget of zero-nil-nada has nothing to do with it.
It resided in better part of the Codex, where hobos and other riff-raff wouldn't feel welcome.wow this looks great. how did i miss the whole thread?
Agree pretty much with this statement, although whether or not I'd buy into it myself depends on what that price actually is. I probably wouldn't buy an alpha from a company that doesn't have any track record for finishing games yet unless it was less than ~20 euros. The fact that many of you worked on and released games at a larger company previously does carry some weight though, but still. If it was more than ~20... would probably wait until there was more polish and more certainty about release.Slightly cheaper (10-20% off) than the full release, as long as the customer gets the full game on the release date (or maybe even a day sooner).But let me ask you, what you consider a decent price for alpha access? USG alpha is planned to have 3 sectors (1 safe, 2 aggro), with a mini-mainstory and a couple of side missions, probably 2-3 hours of playtime (to complete, not considering alternate paths). Considering that, where you would price the alpha if it was YOUR work?
Here's a short demo of the AI threat response to player instigated events in Urban Strife game. Guards don't care what you do around town, but if you misbehave and are a threat in their "instigation zone", they go aggro. Furthermore, they're quite adamant of not letting you inside the private zone they're guarding. Expect a warning, then a bullet. But then... they first need to find you.
25 was even better.0:29 is a perfect for a molotov party.
Today we're going public with a big reveal, folks! It is the first time we're showing the strategic map of Urban County. We’re trying hard not to spoil your adventures and the pleasure to discover this world yourself, so we’ve only uncovered the route to the location of the closed alpha, a small gas station in the suburbs of Urban. So, the revealed locations are basically just neighborhood maps close to your shelter, while the county hides lots of other locations.
Somewhere on this map the cultist, biker and military factions have secret HQs, where you’re welcome if you serve their interests. Other sectors (also hidden) will have strategic importance and will be fiercely disputed between the three, offering you a chance to gain some favor with the victor. But all that is for you to discover in your own time.
USG_Mucifikatorul Will the Steam page also go up then?
Just to make something clear because I noticed dudes stepping out of cover and so on- When you are in cover, behind a solid wall, you can't get hit right? It's not abstract like nuXcom?
Here's something I stole from our Discord since our sneak peek doesn't really showcase the game helpers. This screenshot includes some:
1. The lines.
These "clean shot" check lines are generated under cursor on any tile you move your mouse to, against all known (and reachable) enemies. Their color also varies according to the quality of the shot, an algorithm that takes into account everything, from the power of the weapon, the distance to target, the accuracy, penetration of cover, etc. In this example the character is using a shotgun so one line is greenish, the other reddish (he's also behind some chairs, which reduces the area you can hit).
2. The (in)visible enemy
Known but not visible enemies are colored with a red overlay, but you can do a "clean shot" check on them too, as you can see in the screenshot.
3. Walk cursor
The walk-to cursor varies in color, going red when the destination is too far (and shows the required APs). Depending on the equipped weapon, the cursor also shows how many uses of the the respective weapon you can have at the destination. So you know where to stop and shoot twice, for example.
4. Interdiction zones
Before combat is initiated you can check under cursor (not shown here since we're already in combat) if a zone is "watched" by enemies (anything deemed aggressive in that area will trigger an investigation and a response so not a good zone to test your grenades) and "no access KOS" meaning that the second you're seen in that area you will be attacked.