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PULSAR: Lost Colony
Dem0nGam3r 30 aug 2013 om 2:32nm
Just a few suggestions.
I know you're planning to add/change tons of things, but I just wanted to offer my two cents because I like the concept (for one, I LOVE that you can actually walk around in first person, unlike many other space sims; much more immersive), and I wanted to suggest a few things that I think would improve the game overall in case you weren't planning to implement the specific features I had in mind.

Please consider the following, if you will:

I believe the ships, to better visually match their exterior scale, need to have multiple decks/levels (accessed by elevators) internally so they don't feel so "flat". The interiors feel very confined and small compared to the massive exteriors and it breaks immersion in my opinion. The bases also seem to have far fewer rooms and levels than suggested by their exteriors, and both spaceships and spacestations suffer from having perhaps just a few too many corridors.

I think there needs to be fleshed-out friendly and enemy A.I. characters that exist independently as indivudual npcs; they should be able to walk around and interact inside spaceships, or leave the ships and walk around and interact on planets just like the player so they actually feel like living entities (as opposed to ships themselves being A.I. enemies; the player should also be able to hijack or board other ships and explore/fight or interact with npcs on ships, depending on disposition of said npcs). I kind of assume this is something that was planned anyway, as I can't imagine you'd just have empty ships flying about like they're an entity in and of themselves.

There should probably be more buildings making up bases (sometimes, but not always so as to keep each base exploration unique; it's nice to have a lone research building as well occasionally).

Now, from your videos I see a huge opportunity for atmospheric suspense and horror moments in abandoned ships and bases, but I'm not sure how much you can capitalize on that without allowing for some non-realistic sci-fi boogeymen and monsters/aliens and the like. But if there's a way to add suspense and horror and still remain, at least mostly, true to a sense of believability and realism/authenticity, then you really should pursue that angle. As it's already sci-fi by the nature of the game, I don't see too much issue with a few mutants or aliens of some kind :) .

Anyway, just thought I'd speak my mind on those few things and throw some ideas out there, even if a few of them might have gone without saying.

Good luck with future development!
Laatst bewerkt door Dem0nGam3r; 30 aug 2013 om 2:34nm
1-15 van 46 reacties weergegeven
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edinstein  [ontwikkelaar] 30 aug 2013 om 3:12nm 
Hey Dem0nGam3r!

Thank you for your support! It’s quite apparent that you see a lot of potential in the game, and it gets us quite jazzed!

A lot of our plans fall closely to what you have mentioned. To answer a few of them:

By the end of the game, we will have a number of multi-level ships, many of which will include large rooms, elevators, and even monorails! The W.D Corporation’s Flagship is the single largest ship we have planned for the game. Certain factions use them as mobile strategic hubs (basically moving cities).

The reason the ships seem flat right now is because it’s easier for the AI to pathfind flat ships to start off. Once we have that working, we’ll add more floors. Our plans for the AI are pretty much what you described - they act as individuals, they need to go to a screen to interact with it, ect.

Boarding enemy ships and enemies boarding your ship will be possible during the game. We plan on making this mechanic pretty deep in itself (such as stealth teleporting into a larger ship and sneaking around planting bombs on vital systems).

We plan on expanding the structures on the planets quite a bit, as we want to keep them interesting and varied (underground facilities, underwater labs, forests, small towns, ancient ruins from alien civilization, ect.)

As for the horror / suspense aspects, we plan to maintain a sense of realism and cohesiveness throughout the rest of the game.

Thank you very much your kind words; they mean a lot to us. I hope we were able to address some of your ideas. Let us know if you have any other questions or concerns!

May your hull integrity never fall below 0%

;)
Angel 30 aug 2013 om 5:18nm 
I love the look of your game, it captures many potential aspects of spacefaring that most games tend to leave out. The whole walking aboard the ship in realtime during combat was truely fantastic to watch, similar to Star Trek: Bridge Commander but far more fleshed out.

My only suggestion and secret hope is that as the ships get progressively larger they handle like ships their size should. Many games have capitol ships handling like space fighters with fixed weapons mounts, which really detracts from the immersion. Hopefully the larger ships, such as the aforementioned W.D. Corporation's flagship, will have independently rotating turrets, thereby transforming the role of the pilot from one that aims the guns to one which focuses on evasive maneuvers and rotating different turret batteries into range as the discharged ones reload. Something kind of like the way Nexus: The Jupiter Incident treated its ship handling and weapons systems, but without some of the abstraction that led to a clunky navigation system.

Regardless of what you eventually decide, please keep up the good work and I look forward to seeing your game proudly displayed on the Steam home page.
jake 30 aug 2013 om 6:15nm 
sorry to bother you, but i wanted to know if any damage taken would show up on the exterior and/or exterior of the ship? basicly like for example if someone tryed to specificly target the life support room and hit it a couple of times would there be breaches in the hull? if so, than would the oxygen levels in the ship dissipate? just wanted to know so i could tell my freind (hes really curious about how this game is going to turn out)
edinstein  [ontwikkelaar] 30 aug 2013 om 7:31nm 
Origineel geplaatst door Angel:
I love the look of your game, it captures many potential aspects of spacefaring that most games tend to leave out. The whole walking aboard the ship in realtime during combat was truely fantastic to watch, similar to Star Trek: Bridge Commander but far more fleshed out.

My only suggestion and secret hope is that as the ships get progressively larger they handle like ships their size should. Many games have capitol ships handling like space fighters with fixed weapons mounts, which really detracts from the immersion. Hopefully the larger ships, such as the aforementioned W.D. Corporation's flagship, will have independently rotating turrets, thereby transforming the role of the pilot from one that aims the guns to one which focuses on evasive maneuvers and rotating different turret batteries into range as the discharged ones reload. Something kind of like the way Nexus: The Jupiter Incident treated its ship handling and weapons systems, but without some of the abstraction that led to a clunky navigation system.

Regardless of what you eventually decide, please keep up the good work and I look forward to seeing your game proudly displayed on the Steam home page.

Hey Angel,

Yeah you basically got it nailed! Even the Intrepid-Class Starship has independently rotating turrets which can be manned by any crew member (there is even a giant one which is exclusive to the weapons specialist). The focus of the pilot in a combat scenario is to handle evasive maneuvers, keep in close proximity to the enemy to ensure maximum efficiency of the ship weapons (Automatic weapons which can lock on) and potentially aid in a strategic maneuver (Entering an asteroid field to dissuade pursuit from enemies).

The system is in the game but it isn’t polished enough to be worth demonstrating unless you like untextured cubes!

:)
edinstein  [ontwikkelaar] 30 aug 2013 om 7:45nm 
Origineel geplaatst door saltastic:
sorry to bother you, but i wanted to know if any damage taken would show up on the exterior and/or exterior of the ship? basicly like for example if someone tryed to specificly target the life support room and hit it a couple of times would there be breaches in the hull? if so, than would the oxygen levels in the ship dissipate? just wanted to know so i could tell my freind (hes really curious about how this game is going to turn out)


Hey Saltastic!

We just integrated a new decal system, which we plan to use for showing damage to the exterior of any spaceship, add a bunch particle systems to that, maybe an explosion “and baby you got yourself a stew going”!

As for interior damage, like hull breaches and such, we probably aren’t going to integrate depressurization or any sort of hull leak as of this moment.

The ship will shake, things might fall apart a little bit, alarm systems will go off, a computerized voice will update the crew of hull and shield integrity and whatever else we can think of!
torwnegothi 30 aug 2013 om 8:37nm 
If this is going like I think it is and you have to have RL people to run all the systems, I am aboard 100%. This looks amazing, I have already put a call out on facebook for a crew. :) Can't wait for beta.
torwnegothi 30 aug 2013 om 8:38nm 
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Jrgl_Cuchallain 31 aug 2013 om 12:03vm 
Since boarding is going in any plans for taking enemy ships?

Or the enemy attempting to board the players?

Also just wanted to say this game looks amazing, if it's accepted on steam any plans for early access or, much further down the line, workshp support?
Laatst bewerkt door Jrgl_Cuchallain; 31 aug 2013 om 12:08vm
Exterminatus 31 aug 2013 om 12:07vm 
Can we have mini-games in the lounge? It would make sense to have a pinball machine or something that we can kill time. For example if you're the weapons specialist you won't have much to do until it's time to shoot at people, so being able to fill that downtime would be awesome.
Laatst bewerkt door Exterminatus; 31 aug 2013 om 12:07vm
edinstein  [ontwikkelaar] 31 aug 2013 om 6:24vm 
Origineel geplaatst door Jrgl_Cuchallain:
Since boarding is going in any plans for taking enemy ships?

Or the enemy attempting to board the players?

Also just wanted to say this game looks amazing, if it's accepted on steam any plans for early access or, much further down the line, workshp support?

Hello Jrgl_Cuchallain!

From the get go, we wanted players to be able to have the freedom to take any ship they encounter in the game. Perhaps in a moment of desperation, when your ship is about to explode, and there is no other option for the survival of your crew, or the ship you encounter has a very interesting feature or is rare to find. This doesn't mean it's easy though, taking an enemy ship is going to be quite challenging!
edinstein  [ontwikkelaar] 31 aug 2013 om 6:27vm 
Origineel geplaatst door Exterminatus:
Can we have mini-games in the lounge? It would make sense to have a pinball machine or something that we can kill time. For example if you're the weapons specialist you won't have much to do until it's time to shoot at people, so being able to fill that downtime would be awesome.


Greetings Exterminatus!

In regards to mini-games in the lounge, we totally agree with you! We thought about creating an interesting sc-fi card game at the table and having all the players sit around and play. But alas, this is deep into the polish stage of the game, and it's difficult to say whether or not we'll be able to have it in yet. We'd like to if we get the time!
Jrgl_Cuchallain 31 aug 2013 om 8:15vm 
Origineel geplaatst door edinstein:
Origineel geplaatst door Jrgl_Cuchallain:
Since boarding is going in any plans for taking enemy ships?

Or the enemy attempting to board the players?

Also just wanted to say this game looks amazing, if it's accepted on steam any plans for early access or, much further down the line, workshp support?

Hello Jrgl_Cuchallain!

From the get go, we wanted players to be able to have the freedom to take any ship they encounter in the game. Perhaps in a moment of desperation, when your ship is about to explode, and there is no other option for the survival of your crew, or the ship you encounter has a very interesting feature or is rare to find. This doesn't mean it's easy though, taking an enemy ship is going to be quite challenging!


Thanks for the reply, on a related note will they also only have 5 crew?

I think this game has the potentional to be amazing.
edinstein  [ontwikkelaar] 31 aug 2013 om 8:29vm 
Origineel geplaatst door Jrgl_Cuchallain:


Thanks for the reply, on a related note will they also only have 5 crew?

I think this game has the potentional to be amazing.

At this moment, there will be 5 crew per ship. Once we got that nailed, we'll see about adding more. :)
EnsignSDcard 31 aug 2013 om 4:00nm 
Would it be too presumptuous of me to ask if we could expect to have a different variety of crew load-outs, for example, the weapons expert might have a disrupter rifle, or something more powerful than a pistol, but at the expense of a scanner?
Maybe, it would also make it easier if the scanner and the phaser had to work separately, so that they could not be held out at the same time. That way you could work on the zoom feature independently, such as "firing" while the tricorder is equipped will zoom in on the data, instead of having to look upwards constantly.
Additionally, will the science officer have any items to buff/de-buff crew-mates or enemies?
I'm very excited for this game and would absolutely love the chance to beta test for the benefit of seeing it come to fruition.
D3TH 1 sep 2013 om 1:26vm 
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