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DreadChase
18 Dec 2012 Update
2012 12 月 17 - Ultramoose

Hey there :D

I've received a lot of encouraging feedback so far and figured I'd address some of the questions people have asked.

My focus is on getting a playable demo out asap - I've always felt that being able to get hands-on with a game is the best way to figure out if I would like the full game. I'm not setting a date on that yet as Xmas tends to be fairly hectic. I'm finding it quite fun to play but I want to add a bit more polish first.

The UI is a work in progress, I will keep iterating on it until it 'feels right', and yes, the radar display is going to shrink a bit. The video you can see was taken pre-input smoothing. Full 6 degrees of freedom can make some people feel a bit seasick but I'm trying to mitigate that as much as possible.

Re: 4 dimensions, parallel dimensions are central to the gameplay. Most bases span multiple 'pocket' dimensions and are larger on the inside (think Dr Who's Tardis), mainly to protect against nukes. As well there are nodes connecting up the normal dimensions, eg. normal space and hyper space.

I'm building one of the games that I have been wanting to play for a very long time and having a blast doing so. I cannot wait to see how people react when they are trying to outrun shockwaves!

Thankyou for your time :)

2 則回應
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Qon 2012 12 月 18 @ 6:42下午 
I hope you make input smoothing optional, and giving us a large FOV range to choose from. Looking forward to beta :)
vux2 2012 12 月 18 @ 1:21上午 
awesome job for a one man team