Wolfgang Jr
Banned
Shit a dick! That looks amazing!
Is the sword causing the new animations or is the sword animations improved overall.
First trailer had Zelda like sword animations so I was curious.
The more animation you guys want to put in is fine by me. I'm not complaining.
Keep up the great work!
Looks like the attack animations are all new
Got to play this tonight at a party in download Los Angeles.
Combat is TIGHT; Bastion combined with Ninja Gaiden. Pretty intense difficulty, too...I managed to beat it on my second try, but apparently only somewhere around 20% are finishing the demo.
And, of course, aesthetically amazing.
*thumbs up*
Got to play this tonight at a party in download Los Angeles.
Combat is TIGHT; Bastion combined with Ninja Gaiden. Pretty intense difficulty, too...I managed to beat it on my second try, but apparently only somewhere around 20% are finishing the demo.
And, of course, aesthetically amazing.
*thumbs up*
All the right things.Got to play this tonight at a party in download Los Angeles.
Combat is TIGHT; Bastion combined with Ninja Gaiden. Pretty intense difficulty, too...I managed to beat it on my second try, but apparently only somewhere around 20% are finishing the demo.
And, of course, aesthetically amazing.
*thumbs up*
I'm curious how stretch goals work in games like this.
I see developers seem to pick some kind of arbitrary figure and then just claim "hit this and we'll do Y!!!" I'm not.. calling these devs liars, but I'm curious what % of these kickstarter devs have actually priced this shit up properly and accordingly?
Example the Wii U stretch goal, how much is a Wii U dev kit, how long to port the game? Does it cost much to get a Wii U game published? Will Nintendo even publish a game which may not sell a huge quantity?
Apply these questions to EVERY platform these devs write for and it just makes me curious if these people have ACTUALLY priced up and spec'd up everything accordingly. Considering how many kickstarters I've seen of late with incredibly ambitious stretch goals....... I'm not so sure.
How the hell does it cost more to develop for wiiu compared to ps4+ps vita?
There will be no dialogue, voice acting, or text anywhere in the game.
Not sure I'm feeling this, to be honest.
Not sure I'm feeling this, to be honest.
The game's hard? Damn, a year is so far away...
I asked alex during their twitch stream about this, at that time he acted like their wouldnt be direct dialogue but still a narrative with hidden story in the form of books you find in the world. e also mentioned this in his interview with big sushi fm
Not sure I'm feeling this, to be honest.
I have a heart condition, he told me matter-of-factly, among the otherwise mundane chatter of a crowded hotel lobby, when I asked him why hed recently been hospitalized. I was born with it. I was also recently diagnosed with a genetic mutation that causes a lot of other issues. I just have things that happen all the time. Ill always be in and out of hospitals.
"I want this to be a huge universe with lots of related games and lore and side stories, so at the very least we'll likely stick to exploring this vast world."
"Of course, it would be a hefty task and there would be significant differences - fewer enemies, effects and animation frames due to memory limitations - though I think we could adjust and make something incredibly special with 'Super Hyper Light Drifter' regardless. It's a dream goal to put it up on my favorite console of all, and I hope to accomplish that dream sooner than later. Maybe once we release the game we will have the opportunity to accomplish this."
Not sure I'm feeling this, to be honest.
I feel great about backing this game now. It's definitely one f my most anticipated games of 2014
This, so much. I can't believe this is pre-alpha footage.
Shit a dick! That looks amazing!
I know I'm late but I don't care. These are things I wish for with nearly every game I see, and they both exist right here. This game is going to be bought, no matter the price.More details (apologies if some of these are old, I didn't follow the campaign super closely):
There will be no dialogue, voice acting, or text anywhere in the game. If there's a story at all, it'll be told with atmosphere and action, nothing else.
There is no UI to speak of. There are two quantitative values, purple (battery?) and blue (energy?). The purple is your life, and isn't directly displayed; the game screen dims to tunnel vision as your health gets low. Your blue is displayed more traditionally in a vertical meter next to a little fairy-like thing that follows you around. Neither auto-regens. Enemies drop pellets that restore both, and some can be found around the environment.
The blue stuff powers your auxiliary weapons (triangle button), of which you have have two at any given time and swap between them with LB/RB. I found a pistol, a machine gun, and grenades in my two playthroughs. Extremely effective, though they drain the meter quite fast.
X was slash, O was dash, Square was a crimson flash shield (similar to SSB Fox's Reflector), and combined with a directional input seemed to be able to repel projectiles or force push enemies. (Not entirely clear on its mechanics).
Pretty simple demo, carve these guys up, doors open. Rushing in and trying to dice things up was quite difficult...kiting (with a projectile on triangle) and careful movement seemed to be more effective, even though dashing and slashing is so kinetically pleasing. The dev who worked on the indie title Samurai Gunn is helping out with the animations and combat.
Y'all know the aesthetics. As beautiful as ever.
Want more.