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Będzie to to też na konsole. :) Chodziło mi nawet po głowie wsparcie projektu na Kickstarterze, ale wolę być zachowawczy, bo z tego, co widzę, robi to studio bez żadnego dorobku i niestety z gierki może wyjść podobny koszmarek, jak z polskiego Inner Chains. Kupiłem, przeszedłem i przynajmniej w okolicach premiery: masa bugów, ogólne niedorobienie i co z tego, że klimacik i styl artystyczny bardzo robiły, skoro wcześniej wymienione czynniki skutecznie zabijały niemal cały fun z grania?

Edited by Frantik

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Atmosfera przegęsta, ale śmierdzi mi na maksa wyreżyserowanym filmikiem, który mało będzie miał wspólnego z rzeczywistością. Ale kibicuję ze względu na unikalny klimat.

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Czekam i licze ze bedzie to grywalne. Na tyle zeby obejrzec miło całość, bo design jest naprawde obrzydliwy, ładnie komuś musi odpierdaląc by wymyslic bron  zlozona z miesa i  kości.

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Ten design broni to śmierdzi pół środkami. Fajnie to wygląda i pomysł jest dosyć unikalny, ale troszkę lipa że to nadal strzela jak zwykła dwururka. Może poprawią.

 

Ale tak ogólnie to jest na plus, wszystko co mi "śmierdzi" Izolacją propsuje jak poyebany.

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Ten filmik :banderas:

 

ale cały ten gameplay niestety wygląda na mocno reżyserowany, więc zobaczymy ile z tego się uchowa do produktu finalnego.

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Poza stylistyką, to normalny FPS. Ja jednak ostrożnie do tego podchodzę, to ma być survival horror z elementami przygodówki i z lokacjami na wzór labiryntu. Czyli nie będzie liniowo. Elementy przygodówkowe wolałbym wzorowane na pierwszej Amnesii i Penumbry ale podejrzewam, że kryje sie za tym walking simulator, wiec czas pokaże.

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Ja mam obawy tylko o to aby za duzo pif paf nie było bo na tym filmiku to radośnie sobie hasa i wali z 2rury .

Ale ogólnie gra ciekawa, audi robi więc warto obserwować gierkę .

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A ja tam już wolę, żeby było z tego klimatyczne pif paf niż kolejny, ciągnący się jak flaki z olejem, walking simulator ze strzelaniem wsadzonym na siłę, jak w Get Even, czy (już mniej, ale jednak) Inner Chains. :P

Kolejna próbka gejmpleju:

Edited by Frantik

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Tez licze na pif paf. Powiem więcej - w tym settingu widziałbym arcade fpsa jak doom. Szybki roz(pipi) w mega klimacie. Oj chciałbym, ale i tak mega czekam co wyjdzie.

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Wczoraj udało mi się położyć łapy na demku wersji alpha dostępnym podobno tylko dla tych, którzy wsparli zbiórkę na Kickstarterze. Skromne wrażenia:

- Przejście udostępnionego fragmentu zajmuje jakieś 20-45 minut, zależnie od tego, jak ogarniamy budowę poziomu i to, co oraz w jakiej kolejności mamy zrobić. (gra nie oferuje żadnych wskazówek, tudzież jakiejkolwiek formy "prowadzenia za rączkę") Według twórców finalna gra zaoferuje 6-8h zabawy.

- Chodzimy, omijamy pułapki, strzelamy i w dość interesujący sposób zdobywamy "klucze" do kolejnych pomieszczeń. Mam nadzieję, że takich klimatycznych interakcji w pełniaku będzie więcej.

- Klimat i atmosfera miażdżą. W pełnej wersji liczę na rozbudowane lore i możliwości jego poznawania, a także na nieco więcej "zagadek środowiskowych"

- Zginąć jest bardzo łatwo - wystarczy 2-3 razy oberwać od kurczako-ślimaka (albo raz, gdy na nas wskoczy), ewentualnie wleźć w pułapkę i od razu po nas. Autoregeneracja chyba jest, acz nigdy nie zdążyła nawet wskoczyć. 

- Amunicja jest wybitnie limitowana i w demie nie ma możliwości jej uzupełnienia, co wymusza ostrożność i dokładne celowanie, choć i tak mam wrażenie, że obecnie to, iż przeciwnik raz pada po jednym strzale z "pistoletu", a innym razem po trzecim trafieniu jeszcze wierzga, jest zupełnie losowe.

- Strzela się bardzo przyjemnie. Giwery mają kopa.

- Graficznie i dźwiękowo jest bardzo dobrze, acz optymalizacja jest biedna. Opcji graficznych, poza zmianą rozdzielczości, brak. A czas loadingu pozwala na spokojne zrobienie sobie herbaty piętro wyżej i powrót, czyli niezbyt ciekawie. No ale to pre-alpha i w sumie nie ma co się przy(pipi) do technikaliów.

Edited by Frantik
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Już dawno miałem napisać - producenci podali jakiś czas temu do publicznej wiadomości dobrą i złą wiadomość:

 

- Zła jest taka, że gra nie ukaże się w październiku tego roku, jak pierwotnie planowano. A to dlatego, że...

Dobra wiadomość (chyba): znalazł się hojny, acz tajemniczy inwestor\mecenas, który dobrze sypie hajsem, a przy tym podobno obiecał nie wpierdalać się w proces kreatywny. :lapka:

Przy tym postanowiono, że gra ukaże się od razu w całości, a nie jako osobne Part 1 i Part 2 z odrębnymi zbiórkami na Kickstarterze.

 

Ci, którzy wsparli zbiórkę Part 1 na odpowiednim progu otrzymają kluczyk do pełnej wersji, która... wyjdzie kiedy wyjdzie, no ale na pewno nie w tym roku.

Edited by Frantik

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Czy jest jakiś nowy update odnośnie produkcji? Poza grudniowymi tweetami z artami to cisza. Bardzo licze, że gra wyjdzie w tym roku, hype level Death Stranding. A te dwa sample...:obama:

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Hello everyone,

This update was delayed as we had an important internal milestone to hit in July, and we worked long hours to get it done. The good news is that we managed to complete it successfully and we’re taking a small breather before pushing forward.

The bad news is that we can now say for sure that the game won’t be released this year. We still have work to do on the content, the environment is not 100% complete, animation and sound still have a way to go, and we’re doing a lot of work improving the game’s systems. There’s a lot of work still waiting to be done so that we can deliver a polished experience, and yes, it will take more time. 
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Posted (edited)

 

 

To żyje. I wyjdzie też na nowego Xboksa. Poza tym niestety zero konkretów :/

W kickstarterowym newsletterze dużo wodolejstwa o trudach i kosztach dewelopingu, chęci zrobienia jak najlepszej gry... bla bla bla. Dla zainteresowanych wklejam w spoilerze

 

 

 


Why Xbox Series X?

It was a simple decision. Xbox Series X is very capable hardware (on par with high-end PCs) that will run the game at a technical standard of 4k60fps that we aim for Scorn. More so than the 4K resolution, having the game run at 60fps with a certain visual fidelity is imperative for us as developers.

Why Microsoft and why Xbox Series X exclusivity?

The authenticity of the game and being able to develop it as we conceptualized it is the highest priority. Before deciding to partner with Microsoft we made sure that they will not have any influence over the game's concept and development process. They were more than cooperative in that regard. The only thing they were interested in was exclusivity rights. Once all that was agreed upon it was a no brainer decision when you look at all the benefits Scorn will get from this partnership, from additional resources to much bigger exposure(marketing). It will certainly help us make Scorn a better, polished game in the end.

Will Scorn be released on the previous generation of consoles?

No. We really don't want to spend development time on what would from a technical standpoint (900p resolution, frame rates dipping below 30fps) be a sub-par version of the game and overall not a good experience.

Will the game still be released on PC and on what storefronts?

Of course. Scorn will be released on Steam, Windows Store, and GOG.

 

What’s the release date?

We realize people get frustrated with this answer but we decided not to give out a release date, or even a time frame until we are 100% sure we can deliver.

Why is there no gameplay in the trailer?

We were actually planning to release a different trailer at a later date that was twice as long, and that was going to feature gameplay elements, but the opportunity to be a part of Inside Xbox happened in a very short period of time. Microsoft also couldn't give us more than 2 minutes (not that we would be able to prepare more on such short notice anyway) so we decide to re-conceptualize and re-arrange it. We like to set a specific mood and pacing with the trailers and it was already hard squeezing this much into 2 minutes, let alone having additional gameplay footage without disrupting the established flow and mood.

What about the community concerns about the game, like long development time and slow, infrequent updates?

The biggest issue, in our eyes, that is creating all the commotion is a consequence of one necessary evil. Up until 20 months ago, when we signed with Kowloon Nights investment fund, we were constantly struggling with resources. We were barely scraping by, never having time to try out different things, having to half-ass so many tasks just so we could finish anything at all. Don't get us wrong we are not moaning about our fate, it's the same for every new indie studio and we were dealing with it in the best way we knew how. What is important, and what we would like you to fully understand is that the only reason we went to Kickstarter, or even made those trailers in 2016 and 2017, was to give ourselves a chance to receive additional funding and survive. We haven't done it to vainly show off the work that we have done up to that point, build a community for the community’s sake, or make some additional money because it was up there for grabs. We did it as our last chance to finish at least the first part of the game. Splitting the game into 2 parts was a big compromise at that time, thankfully that compromise has been successfully rectified.

But having to show the game early in order to survive left us with the task of keeping it present in the public eye for a long time, and that is certainly not an easy task. In an ideal situation we wouldn't have to announce anything about the game 6 months or so before the release, and organically have enough material for that time period to present the game in a proper manner, but that is not a reality for an unknown indie team. It was either doing it this way or not doing the game at all. The issues that this approach created is that some people became impatient, constantly wanting to see more and also expecting to get a quality game as soon as possible. That is just not a valid option as developing a polished, well-made game requires a lot of time. It's also true that Scorn has been in development for 5 years, but it's a night and day difference how the studio functions now compared to the 2015-2018 period. The team has more than doubled and development in the last 18 months has been so much smoother because we have enough resources to work in decent conditions, have decent equipment, receive steady salaries, etc. It's not like we been developing the game at this level, with this much experience and capacity for the whole 5 years.

 

Since you finally managed to establish a stable studio environment and development of the game is going accordingly where are the updates?

While we do have more resources they are still not unlimited, far from it, and we decided long ago to always prioritize development over everything else. Interesting, substantial updates take resources away from development, and whenever we discuss them internally we always come to the conclusion that it's better to concentrate those resources(effort) on parts of the game that needs it the most at the time. Big updates will come organically as we get closer to release. An example of what we are talking about: We never finalize levels 100%, just keep them at 70-80 %, because we want to have them flexible enough so we could make quick changes if needed, and not do the same tasks multiple times. Final lightning set up, FX, color correction will come at the very end. What that means is that if we decide to show something to the public we need to finish up these last 20-30%, and that can sometimes take away weeks from people’s already overstrained schedule. Having to do unscheduled work because you need to show it to publishers or to the public, and later throwing that work away is one of the biggest organizational hurdles game developers encounter. It's really unproductive practice, even with the largest of budgets let alone ours.

 

What about small updates that some people ask for so they would have some confirmation that the game is progressing and not dead(abandoned)? Those can't take that much time from your schedule? Are you using refund policy as a shield against updating?

People that point out that small updates wouldn't take too much of our time are absolutely right. It wouldn't take a long time to write down all the mundane tasks we do from month to month or show you some quick WIP. We already have a lot of it ready for our internal sprints and milestones.

We also agree with people pointing out that we shouldn't be using the option to refund as an excuse not to update. That really isn't our intention, the refund option is there for people that don't agree with some of our unorthodox ways or have any other concerns.

We are also not that concerned with spoilers as you might be led to believe, even if we certainly like to keep a sense of mystery around the game.

Our main point is that we feel these small, quick updates would be, quite simply put, trivial. It felt, and it still feels, disingenuous to us to put up this kind of trivial updates, even if most people would be fine with them. Our previous updates also felt rather underwhelming. If they are just bare minimum of effort we might as well not do them. We care about the presentation and would rather not show anything than show something subpar because of pressure and obligation. It would've been easier to just do these small updates than to have some backers frustrated and then having to explain why we decided not to do them but, as you might have noticed by now, we like to stick to our guns.

To sum it up, substantial updates require time/resources and we will do them when appropriate (trailers, gameplay videos, etc). These are in our opinion updates that present the game well and what most people are interested in seeing. Small ones feel like unnecessary distraction and obligation that needs to be scratched off the bucket list every couple of months. Junk food that will be forgotten by everyone 5 seconds after the update goes online. We are a small team pushing quite a bit above our weight so some sacrifices have to be made or will never get to the finish line.

At the end of the day, the only thing that is important to us is creating the best game possible, and people enjoying it when it's released. Everything up to that point shouldn't be of much importance, people are welcome to disagree of course. Hopefully, everyone realizes by now this is not some elaborate scam and we promise that if by some ridiculous circumstances the development of the game stops we will inform you right away. There would be no reason to prolong that dreaded announcement. We are very thankful to each one of you that contributed to the KS campaign and helping us get closer to finishing the game. We really hope to make something that is going to be well worth the wait.
 

 

Edited by Frantik

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Chyba najlepszy i najbardziej interesujący trailer z pokazu Microsoftu:obama:

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W dniu 24.08.2018 o 16:00, Frantik napisał:

Już dawno miałem napisać - producenci podali jakiś czas temu do publicznej wiadomości dobrą i złą wiadomość:

 

- Zła jest taka, że gra nie ukaże się w październiku tego roku, jak pierwotnie planowano. A to dlatego, że...

Dobra wiadomość (chyba): znalazł się hojny, acz tajemniczy inwestor\mecenas, który dobrze sypie hajsem, a przy tym podobno obiecał nie wpierdalać się w proces kreatywny. :lapka:

Przy tym postanowiono, że gra ukaże się od razu w całości, a nie jako osobne Part 1 i Part 2 z odrębnymi zbiórkami na Kickstarterze.

Cytat

It was a simple decision. Xbox Series X is very capable hardware (on par with high-end PCs) that will run the game at a technical standard of 4k60fps that we aim for Scorn. More so than the 4K resolution, having the game run at 60fps with a certain visual fidelity is imperative for us as developers.

Why Microsoft and why Xbox Series X exclusivity?

The authenticity of the game and being able to develop it as we conceptualized it is the highest priority. Before deciding to partner with Microsoft we made sure that they will not have any influence over the game's concept and development process. They were more than cooperative in that regard. The only thing they were interested in was exclusivity rights. Once all that was agreed upon it was a no brainer decision when you look at all the benefits Scorn will get from this partnership, from additional resources to much bigger exposure(marketing). It will certainly help us make Scorn a better, polished game in the end.

 

Wersja na aktualną generacje została skasowana, zostało XSX i PC, temat można przenieść do działu XSX

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TOOL the game. Przeczuwam mocne 6/10 poza oryginalnym (chociaz wydaje mi sie ze na dluzsza mete meczacym) designie ten gameplay co kiedys wrzucili wygladal mizernie. Obym sie mylil

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Ten gameplay był sprzed 3 lat, w dodatku bardzo krótki fragment. Jaranko jest, że gra w ogóle żyje, ale wyczekuję z obojętnością.

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Chyba najlepsza gra z pokazu. Nie wierzę, ale ktoś w końcu robi grę z jakimś odmiennym, własnym klimatem.

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