Showing 1-20 of 160 entries
Jul 9, 2016 @ 2:39pm
In topic Devs discussion?
Hey - thanks for the note!

The port is still under way, as well as some progress towards the next mission, and we're hoping to have a status report for you on the details of that effort this coming week sometime.
Jun 11, 2016 @ 1:25pm
In topic To Devs
No, it's not.
May 15, 2016 @ 12:41am
In topic Welp.
>cute!? You're mistaken.

What, gorey can't be cute? I disagree, and it wasn't a put down.

>Hypocrite. To be honest, their game has more content and it's not even available yet.

My point was that game dev generally takes longer than you want it to - much longer in our case, obviously - and the Project Nexus 2 devs probably don't appreciate all the grief that folks on their forums have posted about the delays with that game. You don't see any parallels there?
May 15, 2016 @ 12:27am
In topic Release Notes
Bug reports in a separate thread here are great - or send them to online@jumpcore.com if you prefer. Many thanks - both for the positive message and for any bug reports forthcoming!
May 1, 2016 @ 1:12pm
In topic Release Notes
>I would urge you and your awesome team to consider making time to pop out a few sentences here every month.

You're absolutely right, of course, and I kick myself every time I let too much time go by without an update to the community - but life has this nasty habit of intervening.

>I expect, as good as this game appears to be, those reviews will either change or be washed out by good ones.

We sure hope so - but, honestly, at this point, this game is much more a labor of love than it is a commercial enterprise. We're stubborn, though, and we really want to finish the game and make it great for the sake of finishing what we started and bringing to life (or . . . undeath) something that we think will be really cool and different.

Thanks a ton for the support and encouragement!!
Apr 30, 2016 @ 4:27pm
In topic Release Notes
Hopefully, it was a pleasant surprise . . . :-)
Apr 30, 2016 @ 3:50pm
In topic To Devs
Well, we appreciate your enthusiasm Deceiver101 . . .

And, no, of course we're not just going to hand over the game that we've spent years of our lives working very hard on.

That said, if you really do have some dev chops, and you want to contribute to the game and help us finish it - shoot us a line at online@jumpcore.com, and include some samples of your work. We're not averse to the idea of adding new talent to the team! :-)
Apr 30, 2016 @ 3:30pm
In topic Welp.
Project Nexus 2 looks really cute, and super stylish. Will go on my wishlist for sure!

Of course, they're more than a year late on their original alpha ship date. And there are plenty of people giving them grief about it on their forums, as well - go figure.

Mostly, the people who are impatient and hateful about indie games have no idea how much time and effort goes into making the games.

And, yeah, there are some indie game teams out there that do a great job of communicating frequently with their communities and pushing out lots of great updates. Usually, from what I've seen, those games are 2D/retro games, which makes it quite a bit easier, but there are even some teams that kick ass on the 3D game front. More power to 'em - it's impressive and admirable that they can pull that off.

For our part, we're doing the best we can to follow through on our promise to build this labor of love, given the time and resources that we have available. So - many thanks to those who continue to support and encourage our efforts!

Apr 30, 2016 @ 3:13pm
In topic Release Notes
We're here, we're working on it. It's slow, we know - such is life in our corner of the internets. You can hate on us for it, or be patient - aways your choice.
Apr 30, 2016 @ 3:09pm
In topic You can do it!
We can and we will - thanks for the encouragement Sholynyk.

Don't mind the haters. We don't. :-)

Apr 30, 2016 @ 3:04pm
In topic Refunds Notice
Originally posted by MrMister:
I don't know about you, but I'm not one to be complacent when my money is taken from me and I don't get the product that I paid for delivered to me in a satisfactory condition.

Actually, you've gotten exactly what you paid for, and since then much more, and more coming still as we have time to deliver it. You were told how early access works by Valve, and by us, but still you choose to believe otherwise. That's certainly your perogative, but The Stranger is correct - we have given our final answer on refunds.

From the Early Access page:

Originally posted by Valve:
You should be aware that some teams will be unable to 'finish' their game. So you should only buy an Early Access game if you are excited about playing it in its current state.

The key element there being the words "current state".
Apr 30, 2016 @ 2:49pm
In topic Status 4/30/16
Hi all,

We’ve finally made the move to Unity 5 - they’re up to rev three now, so things have stabilized somewhat, and all the plug-ins we use have gone through a few fix cycles, as well. Coupled with the fact that we’ve also decided to go with a whole new environment for Mission 06, which is a fairly large art and design effort, it seemed like the time is right to dig in and do the port to Unity 5.

So far, the port has gone well - the Unity upgrade tools worked as advertised, and it wasn’t too bad to manually make the remaining code changes to bring the code base up to . . . well, code.

(Legend tells of a legendary coder, whose code was the stuff of legend. - Kung Fu Coder)

There are sure to be a bunch more project specific things that have changed - the first is that the way audio handling works has changed. “Audio Sources” . . . We were apparently somewhat fast and loose with our use of Audio Sources in service to the Undead Overlord, and now must be penitent and endeavor to achieve austerity in our audio sourcing ways.

A bigger issue is going to be the addition of new systems for Global Illumination (GI) and Physically Based Rendering (PBR - no, not Pabst Blue Ribbon, this is different). So far it hasn’t been too tough to get Unity 5 to do some basic legacy lightmap-style lighting, but it does not look as nice as the Unity 4 version that we had spent a lot of time tweaking and tuning - at least, not out of the box. The fact that it works at all out of the box, though, is pretty cool - kudos to the folks at Unity for that. Once we figure out (and implement the data to take advantage of) the new hotness on the lighting front, however, there should be some visible improvements to the look of the game. Mainly, we should benefit from some radiosity type effects that the previous incarnation of lighting in Unity had no notion of performing.

There have been some significant changes to the navmesh and pathfinding systems in Unity 5, as well, and who knows how that will shake out. So far, the initial re-bake of all the mission navmeshes has gone fine, so that’s awesome, and again kudos to the folks at Unity. The question is more about where our kludged up interface between the Unity navigation systems and our AI systems will cause issues. That said, the improvements to the navmesh and pathfinding systems in Unity 5 should hopefully afford us some opportunities to improve our existing systems, as well.

Lastly, the Mecanim character animation system has also seen some great improvements in Unity 5, and we’re excited to take advantage of those. We had to build a number of fairly elaborate tools to support our character animation system, which makes fairly extensive use of LODs to enable us to draw a lot of zombies with minimal graphics horsepower. And we made that work, but it was never easy to work with, was difficult to expand on, and it required a lot of data that wound up taking up a lot of disk space and requiring even more time and effort. The new Mecanim human character tools (which were introduced in Unity 4, but have really only become, in our not-so-humble opinion, fully useable in Unity 5) will make a lot of those tools redundant. That makes me both happy and sad - happy, because life will (hopefully) be easier on that front going forward, but sad because those tools were one of my first personal forays into building tools for Unity. It’s kind of like selling an old car that you know doesn’t work very well anymore, but still has a lot of sentimental value due to memories associated with it . . .

Anyway, that’s a lot of rambling about dev, and there’s a lot of work going on behind the scenes at the moment, but let me wrap up with some news that’s a bit more exciting from a player’s perspective - work on Mission 06 is under way, and it’s going to feature a new environment set. Right now, Jef is cleaning up and making some polish improvements to Mission 05 landscape art, while Jameson has been adding some new accessories to the existing character set, while I’m working on roughing out the layouts and game design for Mission 06. But, hopefully soon, I’ll be passing off the pieces to them for the beginning of beautification while testing and tuning also begins (we tend to have a more parallel dev process than a larger, full time studio would have, because, well . . . we have no choice).

Meanwhile, Martin and Chris are working on the new features that will go along with the next release. Some of which we’ve talked about (towers), but others we’re keeping mum about until we have something working that we can show off. I will say, however, that they’re features that were not on the original feature list for the game.

One nice thing about this project being a labor of love is that we can do things like adding features that would work well for a particular mission and just make the game that much cooler - just decide that something would be cool, and take the time to make it so, without worrying about running out of funding, or trying a publisher’s patience. The giant floating mutated brains that can take control of live humans were one of those ideas that I’m particularly fond of myself. The trade off, of course, since pretty much everything in this world has a trade off, is that each time we do, it extends the game’s schedule once more. I suppose that’s one benefit of the Steam Early Access program - if you’re patient (and can afford approximately the cost of lunch for two at Taco Bell) then you can watch the game slowly evolve towards it’s v1.0 form, as we keep chipping away at it, and having fun with it.

Cheers,

->Cameron
Jan 26, 2016 @ 12:59am
In topic Status 1/22/16
Hmm, thanks for the heads up!

There's probably a way to do that - will have a look.

Edit: Looks like the way that works is that we need to use the "Post An Announcement" tool, rather than the "Start a New Discussion" tool. Good to know for next time , , ,
Jan 22, 2016 @ 9:01pm
In topic Status 1/22/16
Happy holidays from the Undead Overlord - may your new year be filled with cadaverous goodness. We’re celebrating the recent demise of the holiday season with some awesome holiday art[i.imgur.com] from concept artist extraordinaire Dave Reyes.

We also want to give you a heads up about the 1.16a mini-patch that we released today. Mostly bug fixing, but also some new art to flesh out m05, more tuning and iteration on the two new missions, and some great new audio bits from Gunnar:

Originally posted by Gunnar:
Gennelmen,

I've had a couple days to put in a bunch of new audio goodies. Thanks to some new code from Chris, the grenades now have super-satisfying audio - when the grenade hits the ground, you hear it land and roll until it explodes. Chris also gave me a new way to control the volume of audio, so both the grenades and the landmines have a new punch to them.

I put sound on all the burning hulks of destroyed vehicles (and on the barricade fires). Besides helping the mood, it gives some good location cues for gameplay. Having lots of vehicles and other flammable/explodable objects in the prior-to-apocalypse missions adds a lot of spice.

over and out,
Gunnar

Here’s the full change list for patch 1.16a . . .

New
  • added sound to burning vehicle hulks
  • collision sounds for grenades
Tuning
  • Mission 05
    1. military command tent downgraded to a small encampment of Cougar teams, to distract less from the primary mission objective
    2. city center warehouses much better defended, and now feature a group of scientists that are the primary mission goal
    3. lots of new props added, more random survivor groups added
    4. end mission objective location arrow added, enabled after Tank goal completed
    5. some groups of humans now using wander hint parents to wander about within a limited space on the map
  • Mission 04
    1. squads around military base will now (mostly) all reinforce each other when base is attacked, making the end of m04 a bit tougher
  • improved sound of landmine explosions and grenades with new SoundData Prefab tools
  • swapped m04 + m05 blurbs in the Mission Select screen to better match the audio plays for those missions, small editorial tweaks to blurbs
Fixes
  • turrets can’t fire through walls
  • a few bad textures in m05 cleaned up
  • fixed missing landmine sounds in skirmishes
  • fixed the “rotate camera” goal in the m01 tutorial not showing a goal arrow in the scene
  • fixed burning truck behind gas station in m04 not carved out of navmesh
  • fixed alpha test menu enabled in skirmish missions by default
  • fixed no chaos earned for killing a goat
Known Bugs
  • missing collision for animated police car in m02

Jan 14, 2016 @ 11:26pm
In topic To the Devs
Hey, thanks for this - missed it because, truthfully, there hadn't been much going on around here other than harsh posts lately. Didn't have much interest in reading up on the latest hate mail over the holidays...

But getting caught up now, and wanted to say that we appreciate every little bit of support like this that we get!

Fortunately, we're still having fun working on the game, which is the main thing so far as I'm concerned, and we still believe it has potential beyond what we've been able to deliver so far, so we'll keep at it - and who knows, it may gain more momentum again yet.
Jan 14, 2016 @ 11:06pm
In topic Stop hating them ...
Nice to see that there are still a few folks who haven't given up on us! Woo!

Another small patch is coming up this week - one which I feel sadly certain that some individuals will be sorely disappointed by, no matter what it contains. But that's okay - we're still excited about the game, and shambling forward towards the dream, despite some headwinds.

Next we're diving in on porting the game over to Unity5, which I am personally excited about - there are some changes to the Mecanim animation system that we've been drooling over for a while, and the global lighting model promises some coolness - among many other dev goodies. We've had access to Unity5 for a while, but we wanted to wait until a) all our plug-ins that we use had a chance to get ported over and run through a couple of cycles of bug fixes, and b) the timing made sense in terms of where we're at working on the game.

But I digress . . .

Jan 14, 2016 @ 10:43pm
In topic Refunds Notice
@SINISTER: No doubt. That's exactly what we're trying to do - it's just not going nearly fast enough for some folks. Another small patch coming up this week, though - trying to get back in the swing of things after the holidays.
Oct 31, 2015 @ 5:56pm
In topic Is the Game Dead?
No, the game is not dead. Undead, maybe - but not dead, and not abandoned.

There was a sizeable hiatus this year due to new day jobs and new babies, but the game is not dead, and is currently ramping back up with the addition of a new team member (possibly even two new team members). And, shy of a few months of sleep deprived, infant induced delirium, we’ve still been chipping away at the game pretty steadily, and we’re psyched to release the latest game patch just in time for Halloween.

We don’t anticipate upcoming patches taking nearly as long as this last one - but as we keep saying, it’s a small indie effort and we put time into it when we’re able.

Even if you’re still not convinced, after this latest patch release, that the game is not dead - please keep that discussion here, where we’re gathering threads of that nature. We don’t want the forums to be cluttered up with many posts from a few people talking about the game being dead when it’s not. Thanks.

Next up - more missions, another skirmish map, and . . . towers? Wait, where’d the towers come from? I don’t see any towers on the list . . .
Oct 31, 2015 @ 5:48pm
In topic Refunds Notice
TO THE FEW WHO ARE CLAMORING FOR A REFUND:

We wish it were simple to give out refunds because, really, why wouldn’t we want you all to be satisfied?

Valve’s recent decision to make the refund policy more generous is a step in the right direction.
Because Valve handles all credit card numbers and other payment data for sales, developers like us have no control over refunding customers. If you requested a refund from Valve and didn't get one, it's because it fell outside Valve's refund policy - we're sorry for that. If at some point in the future Valve changes the policy again, we will revisit this issue at that time.

Since this is a definitive answer to calls for refunds, we’re going to gather refund related threads under this one - there’s no need to clutter up the forums with this subject. The group of folks expressing a need for a refund so far is quite vocal, but also relatively small compared to the entire player base for the game.

That said, we’re not trying to censor the forums, and you’re still welcome to continue to express your dissatisfaction with the game or its development if you so choose.
Oct 29, 2015 @ 1:07am
In topic o guys answer this is not funny anymore
That's interesting, and kind of cool, that you can see when we post a build through Steam internally for the team. Fwiw, that tends to happen when we think we're getting close to a release, so that the team can start to do final testing on Steam (or if there's a particular feature that needs testing and will only work when run through Steam - like Steam Cloud support, for instance). Otherwise we tend to just run the game directly in the Unity editor as we're working on it, and pass updates around within the team using an SVN server.
Showing 1-20 of 160 entries