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Old 07-03-2013, 18:40   #41   link
Theremin
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Had gevreesd voor wat kickstarter fatigue nadat de rpgs de laatste tijd als paddestoelen uit de grond schoten via die weg maar met het sleutelwoord "Torment" geraakt ge blijkbaar ver. Niiice.
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Old 07-03-2013, 23:48   #42   link
ExReey
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"Death is the end. That's what they say. But that's not entirely true, is it? When Death crashes over you like a looming wave, you don't die. Your body knits up fast and your eyes stare off. You move and twitch. So what is it you're seeing? Where do you go when you die?"

When you open your eyes, you're in a chamber with four... no, six... make it five walls. Call it five. It's almost definitely five walls. Each of them has a door of different material, each of them wavers before you, but they become more distinct the closer you approach. The chamber is dark and dripping, a faint tremor like a slow pulse shaking the floor on a long timeline. You put your hand to the door and it opens for you, and before you lies a crumbling stone walkway over fathomless mists. You can see no roof above you, nor stars nor moon. The mists curl and lap at your feet, broken occasionally by stray eddies of wind.

There is a feeling of recognition deep inside you. You know this place. And ahead, across the span, you see a familiar face.

"What are you doing here?" you ask

"You're dead," she says. "What I mean is that you're not dead. You're coming back to life. And now you've got fragments of us in your head. Every time you take our suffering, we get stronger. In here, I mean. But if you want to come back to the world, you need to find your way out of here."


Heerlijk.
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Old 12-03-2013, 20:39   #43   link
ExReey
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De 2.500.000 $ stretch goal is binnen.


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Old 20-03-2013, 17:43   #44   link
CSM
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$2,766,862 pledged of $900,000 goal

Brian Mitsoda (één van de leads achter Vampire: The Masquerade – Bloodlines) doet mee:



Wallpapers:





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Old 20-03-2013, 18:32   #45   link
ExReey
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Vampire Bloodlines! Nu dát zou nog eens een goeie kickstarter zijn
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Old 20-03-2013, 21:04   #46   link
CSM
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Nog een muziekje van Mark Morgan:

https://soundcloud.com/kirkhamilton/...f-numenera-the
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Old 22-03-2013, 20:40   #47   link
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$3.5M Stretch Goal – Chris Avellone

Our $3.5M Stretch Goal will add Chris Avellone to our team. You’ve probably heard of him, as he was the lead designer for Planescape™: Torment, the game that inspired us to create this project. Chris will be the first to say PS:T was a team effort, but he was its creative visionary and wrote the lion’s share of the game. He later cofounded Obsidian Entertainment, where he is the Creative Director. Chris was the lead designer for Star Wars: Knights of the Old Republic 2, and has contributed his design expertise to every project Obsidian has developed. He also worked with inXile on Wasteland 2 last year, including designing the area showcased in our gameplay first look video.

Of course, from the start, we hoped Chris could contribute to Torment as well. But as recently as a couple weeks ago (16 days to be precise), we didn’t know whether Torment would even fund. And besides, Chris’s commitment to Project Eternity made it unclear whether he’d have the time. Given his key role in Planescape™: Torment, and the respect he has earned from the game’s fans, we didn’t want to even hint that Chris might be involved unless we were certain it would be possible. Our unexpectedly strong start – because of you – made it an option we could explore. So explore we did. We’ve been able to work out the scheduling matters so that Chris can contribute to Torment without impacting Project Eternity.

At $3.5M, Chris will be joining our design team. He’ll have two primary roles. First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he’ll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World of Numenera.

We are truly excited at the possibility that Chris could collaborate with us on Torment.
AL UW MONIES SHRIMP, AL UW MONIES
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Old 22-03-2013, 21:11   #48   link
DeathKnight
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Unity engine, nee bedankt. Anders direct, hoewel het ook maar een naam is.
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Old 25-03-2013, 19:05   #49   link
ExReey
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En hup, de kaap van de 3 miljoen $ is gerond
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Old 25-03-2013, 19:07   #50   link
Dodgy
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Is het dan niet automatisch 3,2 mil? Of wordt dat er achteraf maar bijgeteld?
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Old 28-03-2013, 00:24   #51   link
andu
 
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Pff, december 2014.
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Old 28-03-2013, 13:32   #52   link
Styn
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Originally Posted by DeathKnight View Post
Unity engine, nee bedankt. Anders direct, hoewel het ook maar een naam is.
Zo een haat voor Unity? Plz explain
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Old 31-03-2013, 14:16   #53   link
CSM
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Chris Avellone ‏@ChrisAvellone 13h

Had the pleasure of seeing new #Torment screenshot, thanks to @BrianFargo. Looked amazing, then he told me it wasn't even *finished* yet.
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Old 31-03-2013, 14:18   #54   link
Holly Martins
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2014 - 2015 zal 1998 evenaren.

Hopelijk.
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Old 31-03-2013, 18:53   #55   link
Archangelus
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Ik hoop het ook. Good times ahead!
__________________
What a difference indifference can make.
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Old 01-04-2013, 16:23   #56   link
CSM
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Torment will certainly present some special challenges, but more so I think, unique opportunities to realize our vision in a new old way. We’re looking back to a 2D approach, with a fresh eye rooted in contemporary modeling, texturing, and engineering techniques. Much like Project Eternity, our goal is to craft an experience that diverges from the common path of world building. We hope to strike a distinct style while achieving levels of detail often difficult to present in 3D game space with a small team, through a process of pre-rendering major portions of in-game assets. As you have seen in the published concept pieces, geometry varies greatly from location to location. We look to incorporate the organic nature of many of those structures into our asset creation pipeline while avoiding the often processor taxing in-game meshes.

The big debate: playing games in 2D vs. 3D – I know many of you are interested about our decisions regarding the art direction. There has been much talk about the costs associated with "2D development," the quality and scope that can be produced by a small team, and the impact that this might have (for funding) of other departments. And trust you me, I understand from where these expectation emerge. But to be clear, what we are really talking about here is not a 2D game, but what you might call a 2.5D game, with just a portion of art production that is 2D in nature. Bear in mind, any extra time we spend noodling in 2D will be made up 10-fold when we get to our beta build and we are not ripping our eyes out trying to figure out how to get all that geometry to render efficiently on screen. Our early tests are showing very promising frame rates for our 2D assets, freeing up additional processing power for characters, FX, lighting, post-processes, etc.

After all, characters are not 2D, rather 3D seen through an isometric camera. And particles, well, they’ve actually always been 2D, but you know that. I’ll admit, lighting in 2.5D was a concern of mine early on, but after some initial experiments, I feel confident that 3D lighting can and will be used to considerable effect, grounding the characters in the scene through dynamic lighting and some shadow casting. These issues, among others, simply require a mind shift in the creation process, and it’s quite liberating.

http://www.kickstarter.com/projects/...a/posts/442434
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Old 01-04-2013, 16:34   #57   link
CSM
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Brian Fargo ‏@BrianFargo 2h
The early feedback on the screen shot is super positive. Wait till you see animation in it this week!
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Old 01-04-2013, 17:45   #58   link
CSM
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We will also implement the Castoff’s Labyrinth. Death in Torment will not be the same as “game over,” and there’s more to it this time than waking up in a mortuary. Your body is mostly immortal. Your consciousness, on the other hand, is a twisted place. When you die, your consciousness travels somewhere else, to a labyrinth of the mind.

The Castoff’s Labyrinth is a strange realm, a dreamlike maze of jungles, stairways, tunnels, and ruined cities. It’s your mind, but you wouldn’t know it from all that’s in here (I mean, what the hell is that dead, tentacled thing the size of a mountain range?). When you die in the game, you could always just reload, or maybe find the easy way out of the maze and back to your body. But you’d be missing out – it’s our goal to make gameplay after death compelling enough that you won’t even think about reloading.

The Castoff’s Labyrinth is a bizarre and interesting gameplay area, one of haunting exploration and discovery. As it grows, its secrets become deeper and more complex. Its depths are called Fathoms, and each brings new secrets and -- for the determined -- new rewards. What types of secrets and rewards? One will be lost cyphers: Each time you die, a new cypher (a single-use numenera) appears in the Labyrinth that you can take back with you. As the Labyrinth gets bigger, more of these random cyphers will become available the deeper you go. More types of secrets are attached to upcoming Stretch Goals, some of which are described below.

For every 3000 Backers beyond 45,000 (roughly when the $2.5m Stretch Goal was reached), we will extend the Castoff’s Labyrinth by one Fathom. So at 48,000 Backers, we’ll be at Fathom 2, at 51,000 Fathom 3, etc. (As of this writing, we are well on the way to Fathom 2!) Each Fathom adds deeper playable content and reactivity, and more of the features reached through the Stretch Goals (e.g., like increased quantity and complexity of the Reflections discussed below).
Fathom 1



Fathom 2



Fathom 3



Fathom 4



Fathom 5



Fathom 6




59,909
Backers

$3,273,402
pledged of $900,000 goal

4
days to go

Quote:
We’ll also add a bonus Fathom to the Castoff’s Labyrinth when we reach 10,000 Likes on our Facebook page, so spread the word!

http://www.facebook.com/Torment.inXile
8,296
Likes
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Old 01-04-2013, 19:17   #59   link
ExReey
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Die mannen hebben gewoon té veel inspiratie. Dat wordt smullen
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Old 01-04-2013, 22:29   #60   link
CSM
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Mockup met characters:



Zet dit muziekske op en zet dan die pic eens in fullscreen, shiiiiiiiiit:

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