Hard Light Productions Forums
Off-Topic Discussion => Gaming Discussion => Topic started by: Akalabeth Angel on June 03, 2013, 06:44:26 pm
-
Trailer:
http://www.youtube.com/watch?feature=player_embedded&v=f2Z1DxbG1bU
And the game's site:
http://rogueearth.com/
-
Is the in-game/demo music anywhere near as oh-****-no as the trailer's? Cause... damn.
-
Is the in-game/demo music anywhere near as oh-****-no as the trailer's? Cause... damn.
You thought it too, huh? I would think you would choose one of your prime tracks for a trailer, so that doesn't bode well... I hate the noise when the ships jump in too.
-
Is the in-game/demo music anywhere near as oh-****-no as the trailer's? Cause... damn.
You thought it too, huh? I would think you would choose one of your prime tracks for a trailer, so that doesn't bode well... I hate the noise when the ships jump in too.
I think that may be the most annoying "ship jumping in" sound effect I have ever heard. In fact, that whole trailer seems to be overall lacking in the audio department. I know it's "pre-alpha", but still...
-
Is the in-game/demo music anywhere near as oh-****-no as the trailer's? Cause... damn.
You thought it too, huh? I would think you would choose one of your prime tracks for a trailer, so that doesn't bode well... I hate the noise when the ships jump in too.
Yeah I dunno what that was about. The sound made me frown big time too.
-
Only two people working on it though, is it an entirely new engine? Cos for a few seconds at the start I felt like I was in an FSO mod.
-
Getting WCS vibes from it. And not in the good way. This could be nice if it had shown something that FSO doesn't have. But as it stands, meh.
-
Getting WCS vibes from it. And not in the good way. This could be nice if it had shown something that FSO doesn't have. But as it stands, meh.
Yeah, I see where you're coming from. Ship design/implementation is a little simplistic for my tastes. Their website says that they had spec mapping, but removed for everything bar the big, intrusive (always on?) 3d cockpits. Plus the cartoon characters... I get that that's an artistic decision, but it's not one I'd've made.
Maybe I'm spoiled by FSO, but this doesn't really appeal to me, I've got to admit. Good to see more space sins of any flavour though.
-
Is the in-game/demo music anywhere near as oh-****-no as the trailer's? Cause... damn.
Call me crazy but I kinda like it lol Anywayz, the game seems decent but I can't tell if I'll like it or not...
-
Getting WCS vibes from it. And not in the good way. This could be nice if it had shown something that FSO doesn't have. But as it stands, meh.
I dl'd the demo on a whim and it's not a vibe, it is WCS. Same mouse controls (that I-really-hated-it default setup), briefing render looked straight out of that mod and the mission was the same 'fly these waypoints with your wingman using autopilot to traverse between them after launching from the carrier (hell, I think the camera angle on the autopilot sequence is the same, even, though they're short, rather than 20s pan-shots), astoundingly, enemy fighters will be present at each waypoint'. Flight and combat is the same, etc etc. Speeds and distances aren't whatver-the-WCS-team did to fake them... but that's the only real difference I noticed.
Dunno about the sound effects, b/c the trailer-music was still there so I was like 'hael no, mute, itunes go'
Edit: **** line-editing. 'It is WCS' intended in the same manner as 'Manshooter A is Manshooter B', even though different engine/code/effects/whatever.
-
So they're charging for use of FSO autopilot flyby code etc? A quick look to see if they use a vp format should.suffice to prove it.
-
So they're charging for use of FSO autopilot flyby code etc? A quick look to see if they use a vp format should.suffice to prove it.
Wat?
oooooh. I gets it. Not that. Clone, not sneak-thiefery. *goes to edit a couple words for clarity-like*