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Topics - Kornel Kisielewicz

Pages: 1 2 [3] 4 5 ... 17
31
The time is approaching... Jupiter Hell will be making its way to Kickstarter on November 15th. And to celebrate this announcement we're releasing a new teaser trailer:

https://www.youtube.com/embed/uj1-KQEGmsM

Here you can finally see some snippets of Jupiter Hell gameplay in action, hear some of the glorious metal soundtrack being composed for the game, and also treat your ears to the growling tones of Mark Meer (Commander Shepard of Mass Effect) who will be voicing the marine in Jupiter Hell!

32
Just because we're silent, doesn't mean nothing is happening - quite on the contrary! We're extremely busy now preparing teasers, trailers, videos and pages for the Kickstarter which will launch mid-November, stay tuned!

We'd also like to remind you that we're streaming development on epyoncf@twitch, not only every Wednesday at 5 UTC, but recently almost EVERY day at a similar hour!



In the meantime though, we took a break to bring you another Dev Talk!

DEV TALK #2 - Procedural Level Layouts

Feel free to discuss, ask questions, or give feedback!

33
Announcements / Jupiter Hell reddit is live!
« on: September 30, 2016, 10:57 »


To all people preferring reddit as their main news source, we've got good news for you - Jupiter Hell has now an official subreddit!

https://www.reddit.com/r/JupiterHell/

Please subscribe!

34
Announcements / Jupiter Hell development stream on Twitch!
« on: September 27, 2016, 07:30 »


After a successful test stream we decided to go ahead and take a shot at streaming development live. Additionally I will answer any questions on stream in a mini-Q/A, and do a small intro into parts of the project.

EpyonCF at twitch.tv

First stream - Tomorrow (28 September), 18:00 CEST, 9am EDT, Noon PDT (convert time).

We're not sure whether this will become a regular stream, or just a few separate events, but this is the first time you'll be able to see glimpses of the game in action!

35
Announcements / Jupiter Hell - Dev Talk #1 - Physics, part 1
« on: September 14, 2016, 15:33 »
We'd like to invite you, to what we hope will become a regular feature on the Jupiter Hell website - a series of behind the scenes articles about the game's development!

DEV TALK #1 - PHYSICS, PART 1

The first Dev Talk is an overview of our currently ongoing implementation of physics and how it relates to the turn-based roguelike we're creating.



Feel free to ask questions, and tell us if you enjoy such content? Do you want more such technical rants? Should they delve deeper into technical aspects, or should they be more of a feature discussion and rant for everyone to enjoy?

36
Announcements / New Jupiter Hell website!
« on: August 19, 2016, 11:40 »
Jupiter Hell website has been updated!

http://jupiterhell.com



As we approach closer to the Kickstarter, we're dedicated to provide you with a much more regular stream of updates. The previous webpage was just a placeholder (so was the teaser!), so we're happy to welcome you on this much cleaner version! We'll be posting progress updates here, showcasing new screenshots, possibly even doing a devblog kind of post from time to time. More importantly, once the Kickstarter deadline is set in stone, you'll be presented with a epic and exciting countdown :P. If you notice any problems with the website, please do not hesitate to e-mail us!

To celebrate the new website, enjoy a batch of eight brand new screenshots from the current development version. You might notice that there are still some visual bugs present, and also we might still up the quality a bit, but they are already quite representative of what we are aiming at. Expect to see a fresh batch with new content (and a new tileset!) before the Kickstarter launches!

http://jupiterhell.com

37
Announcements / Jupiter Hell: First public screenshots!
« on: April 02, 2016, 10:56 »
ChaosForge is not dead, quite on the contrary!

This is a long overdue post, because as some of you may have noticed, we already published the first screenshots on ChaosForge Facebook more than a week ago. To offset that, we decided to post more screenshots here, in their original quality! This is still WIP quality, many more improvements are planned, and things are subject to change!



See the official status update on the forum for HQ screenshots!

38
Discussion / Balancing Assemblies
« on: April 02, 2016, 08:51 »
In the next version, I want to tone down the assemblies, to put them on a power level similar to exotics. This isn't always true, especially in the case of Nano-mod based assemblies. In theory I aim for assemblies to be a tool for high-level players to guarantee needed exotic level of equipment, not a "I must do this to win" button. A good unique should always beat a assembly.

Hence, I need a ranked list of assemblies, with possible comments on which ones are overpowered, and (REALLY HELPFUL!) how to nerf them in a way that wont make them useless.

39
Discussion / Call for Uniques/Exotics
« on: April 02, 2016, 08:48 »
Okay, here's an open call for exotic/unique item ideas. Before we all go crazy (like many did in the submission thread), here are a couple things to take into account to increase the chances of the weapon making it in:

  • items that are references to anime shows, or games/shows/movies that are unrelated in style to Doom (basically joke items like Trigun, Cleaver, GCB, Anti-Freak Jackal) are more or less off the list - there's enough of those already. Items relating to Doom-like games however, are welcome
  • if the item would require complex new mechanics (e.g. flamer), or a new sprite (e.g. a sword) it's also off the list
  • adding at least a partial code definition for the item is a big plus, don't worry about the exact numbers, I'll tweak them
  • in general I'm looking for weapons, possibly other items, that would fit the Doom theme

I hope people here are still alive, and not just waiting for JH :P

40
This is a long overdue post, because as some of you may have noticed, we already published the first screenshots on ChaosForge Facebook more than a week ago. To offset that, we decided to post more screenshots here, in their original quality! Enjoy, and feel free to comment!

This is still WIP quality, many more improvements are planned, and things are subject to change!



More images in spoiler tags to ease viewing:

Spoiler (click to show/hide)
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Spoiler (click to show/hide)

41
General Discussion / Status Update : November 2015
« on: November 30, 2015, 10:14 »
Status Update November 2015: We got a bit stuck on the animation engine overhaul, but in the meantime we present some of the basic weaponry - concept on top, rendered model on bottom. Present are the basic pistol, the shotgun and assault rifle.

As usual comments and queries welcome :).


Basic pistol


Standard shotgun


Assault rifle

42
General Discussion / Jupiter Hell - Status Update Oct 2015
« on: October 30, 2015, 11:42 »
It has been brought to my attention that not everyone uses Facebook , so I'll repost the update here :).

Status Update October 2015: We planned on starting regular updates sooner, but the first months of stable development we decided to use the time to setup a sensible pipeline and cleanup the engine, so there was not much visual stuff to share.

Today we give you a sneak peek on the various stages of the pipeline in terms of character production, from early sketches to the result in the current alpha engine. Next month we'll hopefully share a gameplay screenshot - stay tuned!

Concept art on generic soldier look (including possessed variation).


One of the variations of the finished model in the Marmoset Viewer.


Variation testing of the finished model.


Our in-house model viewer/exporter/animation tool.


View of the model (pure variant) in in-engine (Alpha WIP).


Comments, questions, etc, welcome :)

43
Announcements / Roguelike Lessons in Design
« on: February 06, 2015, 10:57 »
To anyone interested in the design aspect of roguelikes, my talk at the Central European Games Conference, "Roguelike Lessons in Design" has been uploaded to YouTube. Apart from talking about roguelikes in general, it is a picture of ChaosForge's approach to roguelikes, which may be especially interesting in context of the creation of Jupiter Hell.

https://www.youtube.com/watch?v=5Bl1mTE5jFM

Also it might be a good moment to mention that we're not dead, work on Jupiter Hell is slow but steady. This year we'll try to be more open about the development process and it's problems :).

45
General Discussion / Design Rant : Inventory
« on: January 23, 2014, 04:30 »
I'm gonna start doing some design rants, gathering public input -- these are targeted both at the dev team as well as anyone willing to contribute. Let's show some activity :). These rants often will be about things that already have been designed for Jupiter Hell (sometimes even initially implemented), but we're keeping our options open. This is your chance to influence the game!



Today's topic will be Inventory, and items in general. While the DoomRL system works, I have a deeper wish of streamlining some things, especially the ones that either enforce grinding or micromanagement. Inventory is one of the more severe issues.

Because a picture is worth a thousand words, let's start with a mockup (done by a complete amateur, ergo myself):



Let's split it into topics:

1. Equipment and Inventory

Equipment/Inventory will function similarly to DoomRL, but with a different presentation (think the Diablo equipment screen), and with a couple more slots. The left/right hand, armor and boots slots stay, but additionally we'll have a head slot and two device slots (think hacking and electronics). Moreover, some equipment pieces will introduce their own slots -- weapons may have 1+ different mod slots (possibly an ammo slot if we go for different ammo), powered armor may have power and extension slots, etc. The big difference I plan however is that anything that is worn, still takes space in inventory. Why? Because similarly to Diablo, not all equipment will take the same amount of space, and this way we'll cut down on any equipment shuffling needed to swap items, and get rid of metagaming moves like carrying a huge item in your hand to save on inventory space. To balance this out, the inventory will be made bigger. Does this make sense? Will this introduce any problems? Any ideas on this front?

2. Ammo

This is a biggie. My initial need of reconstructing the inventory came from my happiness with the AliensRL system. And following it, I wanted to introduce set ammo counters like in AliensRL and Doom. However, this takes away a significant strategic challenge of balancing your ammo types, and balancing your ammo vs. consumables/spare weapons. However, with the DoomRL solution this becomes a constant game of micromanagement also, and swapping items a lot. So I need a solution that did include the strategy of ammo management, but took away the need of fiddling with a lot of items.

The solution I'm thinking about is having all ammo in something that is similar to current ammo boxes. You have a running total of your ammo, that is limited by the amount of ammo boxes you have. So if you have 3 boxes of shells, you can hold at most 3*50 shells. Any shells you find are automatically fit into the boxes, but you get a no-room message as soon as you run out of boxes. You can additionally find new boxes of course, but whether you add them to your inventory or not, this is your decision. Boxes also have different sizes, so e.g. a single box of rockets already takes up 2x3 of space.

Comments? Alternative solutions?

3. Ammo types

There have been requests for different ammo types for both AliensRL and DoomRL, but I always rejected them due to the added UI complexity. With graphics though, we have a couple more options, also the slot system outlined above would fit with different ammo types nicely. The only issue here is that with this system, you should have separate ammo boxes for separate ammo types, which obviously doesn't make much sense.

4. Items on floor

Here's a biggie -- I think about removing items on floor altogether. Items can be found on (highlighted) corpses, lockers, boxes, etc. Dropped items get destroyed. This would prevent doing tedious stash micromanagement, and increase the pace of the game. Also, it'd work well with the boxes idea -- players wont be tempted to do tedious backtracking to get ammo they left behind and couldn't pick up. This is probably the most controversial decision, but it would (IMHO) benefit the game much. 



I'll conclude this first design rant here, hoping to hear feedback and comments from the community -- the way Jupiter Hell will look like is in your hands!

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