That's a shame. Because, for me making assets was the funnest part of level/quest design. Any ways if you like content development.. If you are good at it. And, you want it to be a hobby that pays for itself...Second Life. And, really no more need be said on that, lmao.
In regards to Lifeless...This one (and it's hard to see myself say it about "Yet another Zombie Game") actually looks interesting. I did read some of their info, look over screen shots and watch their available videos. I might want to play this when/if it releases (I am not a big supporter of crowd funding). I left them some feedback in the comment section on their youtube channel about a feature they could add and potentially make money off of without pissing anyone off.
I lack the creativity, knowledge and patience to create 3D or art assets, I envy you there
In regards to Lifeless, I have to say that I totally agree. I have bought in to every bullshit promise laid out by every alpha and pre-release zombie game in the last 5 years, not one has managed to come close to what it proclaimed to be (just my opinion of course).
When I stumbled upon Lifeless I wasn't expecting much at all, in fact I'd convinced myself it was going to be garbage before I'd even analyzed any footage or gameplay. Stupid really as I should know better
The game doesn't look perfect but there's a good selection of really exciting features and the developers do seem to take community feedback and suggestions into consideration.
I wasn't aware Lifeless was crowd-funded. Are you certain? I recall having a brief look at all the typical big names in crowd-funding but never found it anywhere. To the best of my knowledge the developers have funded it themselves thus far. Can't even find any information about a third-party publisher anywhere
They clearly mentioned an indiegogo campaign in their devlog video. And, have their indiegogo advertisement up on their youtube channel as well. However, both of those videos are from 1 year ago. And, not everyone clicks the youtube link off the website when watching a game video to watch it on the actual youtube channel instead. So, it was an easy thing to miss altogether. Seems like their crowd funding must have been a total success. Because, now they only offer two levels of pre-purchase (which is pretty standard of any gaming company these days). They seemingly have their cash shop (which according to their forums is going to be purely cosmetic extras) ready to go pending launch. Forums up and running. And are saying that their launch date is Aug 25th.
I watched some (what looked like) final version live stream footage on their channel as well. The graphical fidelity has been improved from pre-alpha footage significantly (especially reflection, lighting and shadows). It's still not amazing graphics. But it looks like it should work just fine for what they are doing. looked like a walking simulator at first. But, I realized that the guy was doing a run without zombies or players loaded in. He was showing off the mechanics of the loot and crafting system. And, they look pretty solid. It looks a little how I imagine Minecraft's crafting would be done outside of a voxel environment. Which isn't necessarily a bad thing. But, I would have liked to see how all that works under pressure.
There were only two things I didn't care for...
The equipped items look like they are a lot larger then they should be. When you look directly at the hand holding them and compare. They look right. When you look at the play screen and have them of to the side of the focus of your vision. They look huge. I think they are using one of those weird camera where it lens warps a little on things closer to the character? I don't know it's a little weird.
The other thing is character speed in walking and running seems way to fast. Looks to be about 2x realistic movement speed (which in a zombie game, how fast you can move is something that is really important and effects how the whole game feels). But, I don't know if that is just a base speed that is affected by health and weight carried or not. Or if it is accelerated for purposes of showing the game off.
Ultimately...It seems they have made it through the pitfalls of crowd funding and are going to launch. Just based on what I can see. I'd say it won't be a terrible zombie game. Weather it will be pretty good or even great. Well lets wait until after launch to make that judgement.
Originally posted by Bladestrom Says who? Mmorpg - mult player role playing game has lore and good story telling at its core, allways has since the beginning where we had single role play games until today. The problem is people who can't differentiate between genre and start make statements like the above. If an RPG was just about 'killing thing' there would not be a place in the maker for it - it would not be an RPG.
No, there are people like you who can't understand that genres are fluid things, they change over time. What people want to play today are not what people wanted to play 10 years ago. MMORPGs *USED* to be about lore and good story telling (and I doubt even that was ever true), today they are about playing a game with people around, but not being required to play with those people.
Originally posted by Bladestrom Says who? Mmorpg - mult player role playing game has lore and good story telling at its core, allways has since the beginning where we had single role play games until today. The problem is people who can't differentiate between genre and start make statements like the above. If an RPG was just about 'killing thing' there would not be a place in the maker for it - it would not be an RPG.
No, there are people like you who can't understand that genres are fluid things, they change over time. What people want to play today are not what people wanted to play 10 years ago. MMORPGs *USED* to be about lore and good story telling (and I doubt even that was ever true), today they are about playing a game with people around, but not being required to play with those people.
My name is Matt and I'm actually the Community Manager for Rigid-Soft!
This thread was brought to my attention and I felt the need to sign up and clarify a few things. First off, this thread has actually been a wealth of knowledge and I thank you all for your insights - you all seem to know what you're talking about and what you like!
The next thing I wanted to address was the crowdfunding. We did start a campaign on IndieGoGo but unfortunately we didn't quite make it. When that campaign failed we made the very tough choice to continue developing Lifeless in our free time with just the 3 of us and for free! We planned to use the campaign money to hire a few more people and speed up the process but alas that never happened so we struggled on.
To date, we have had no outside funding... not a penny/cent! We have made this game from scratch with just a team of three (yep, 3 people!).
The forums, websites, stream, release - everything - has all been done off our own backs and we're very proud to get this far - let me tell you it hasn't been easy and there have been times when all 3 of us have been close to a mental breakdown - ha!
The stream was mentioned and a few things pointed out so let me help with that. The walking speed was set high because (as you correctly guessed) we wanted to make it easier to show off. This will be changed for release! The zombies were also disabled due to some issues at the convention where the stream took place - we was extremely gutted about this because for the week run up to the event, we gave them a complete overhaul and was looking forward to showing them off but hey, what can you do?
As for the weapons looking a bit on the large side in your peripheral vision, it's not something I've noticed myself. We don't use any fancy camera tricks or anything but now that you've mentioned it, I will take a look at it and see if we could maybe make them smaller a tad!
I hope this has cleared a few things up and I'm more than happy to answer any questions if you have them. I'll try my best to drop in as much as possible but I can always be found floating around on our forums! The link can be found in the OP
Comments
They clearly mentioned an indiegogo campaign in their devlog video. And, have their indiegogo advertisement up on their youtube channel as well. However, both of those videos are from 1 year ago. And, not everyone clicks the youtube link off the website when watching a game video to watch it on the actual youtube channel instead. So, it was an easy thing to miss altogether. Seems like their crowd funding must have been a total success. Because, now they only offer two levels of pre-purchase (which is pretty standard of any gaming company these days). They seemingly have their cash shop (which according to their forums is going to be purely cosmetic extras) ready to go pending launch. Forums up and running. And are saying that their launch date is Aug 25th.
I watched some (what looked like) final version live stream footage on their channel as well. The graphical fidelity has been improved from pre-alpha footage significantly (especially reflection, lighting and shadows). It's still not amazing graphics. But it looks like it should work just fine for what they are doing. looked like a walking simulator at first. But, I realized that the guy was doing a run without zombies or players loaded in. He was showing off the mechanics of the loot and crafting system. And, they look pretty solid. It looks a little how I imagine Minecraft's crafting would be done outside of a voxel environment. Which isn't necessarily a bad thing. But, I would have liked to see how all that works under pressure.
There were only two things I didn't care for...
The equipped items look like they are a lot larger then they should be. When you look directly at the hand holding them and compare. They look right. When you look at the play screen and have them of to the side of the focus of your vision. They look huge. I think they are using one of those weird camera where it lens warps a little on things closer to the character? I don't know it's a little weird.
The other thing is character speed in walking and running seems way to fast. Looks to be about 2x realistic movement speed (which in a zombie game, how fast you can move is something that is really important and effects how the whole game feels). But, I don't know if that is just a base speed that is affected by health and weight carried or not. Or if it is accelerated for purposes of showing the game off.
Ultimately...It seems they have made it through the pitfalls of crowd funding and are going to launch. Just based on what I can see. I'd say it won't be a terrible zombie game. Weather it will be pretty good or even great. Well lets wait until after launch to make that judgement.
No, there are people like you who can't understand that genres are fluid things, they change over time. What people want to play today are not what people wanted to play 10 years ago. MMORPGs *USED* to be about lore and good story telling (and I doubt even that was ever true), today they are about playing a game with people around, but not being required to play with those people.
Try to keep up with the times.
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
Hey guys!
My name is Matt and I'm actually the Community Manager for Rigid-Soft!
This thread was brought to my attention and I felt the need to sign up and clarify a few things. First off, this thread has actually been a wealth of knowledge and I thank you all for your insights - you all seem to know what you're talking about and what you like!
The next thing I wanted to address was the crowdfunding. We did start a campaign on IndieGoGo but unfortunately we didn't quite make it. When that campaign failed we made the very tough choice to continue developing Lifeless in our free time with just the 3 of us and for free! We planned to use the campaign money to hire a few more people and speed up the process but alas that never happened so we struggled on.
To date, we have had no outside funding... not a penny/cent! We have made this game from scratch with just a team of three (yep, 3 people!).
The forums, websites, stream, release - everything - has all been done off our own backs and we're very proud to get this far - let me tell you it hasn't been easy and there have been times when all 3 of us have been close to a mental breakdown - ha!
The stream was mentioned and a few things pointed out so let me help with that. The walking speed was set high because (as you correctly guessed) we wanted to make it easier to show off. This will be changed for release! The zombies were also disabled due to some issues at the convention where the stream took place - we was extremely gutted about this because for the week run up to the event, we gave them a complete overhaul and was looking forward to showing them off but hey, what can you do?
As for the weapons looking a bit on the large side in your peripheral vision, it's not something I've noticed myself. We don't use any fancy camera tricks or anything but now that you've mentioned it, I will take a look at it and see if we could maybe make them smaller a tad!
I hope this has cleared a few things up and I'm more than happy to answer any questions if you have them. I'll try my best to drop in as much as possible but I can always be found floating around on our forums! The link can be found in the OP