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Rank: Administration

Groups: Server Admin, Administration, {pDs} Member, Registered User
Joined: 11/19/2008 Posts: 1,013 Points: 2,764
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Mr. 12 wrote:I like cock. Ramps up the busy meter. Fixed that for you. And, yes I have been slashdoting today
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Server Admin
Joined: 5/15/2006 Posts: 355 Points: 741 Location: Utah
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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February 21st Update Cool story, bro! Changes in the tide3 years of planning. That's the amount of time I've taken to develop the design to VHEL. Some ideas stand the test of time during gameplay testing. Many others, however, don't. That in mind, the art, storyline, music direction, and even the lore, goes through massive changes to hit that ever changing bar that is the final envisioning of the game. Here's a simple example of how the art changed when I first started to use Flash all the way up to now: (From left to right: Khana ver.8, Khana ver.12, Khana ver.16, and Khana ver.19)Clearly, I improved, with radical results to show for it. The problem here was never so much that I didn't know what I wanted, but rather, my experience and focus skewed to a particular direction to better fit the world and it's characters. Up until version 17, I didn't know what the hell made Khana what she was. Her personality was fine enough, but it didn't embellish a type of archetype to give you the impression that she was more than a girl with a knife. She's a demon, figuratively speaking, in both mind and of appearance. That's the kind of descriptive language that helped aid the art, story, and gameplay direction (though technically the gameplay was already doing this). Another example is when the VHEL lore was first written. Khana was ORIGINALLY a courier who worked for EDOC who fought "Sic", which were alien-like creatures who flooded earth after a meteor hit. Her age was 14, and the cast she interacted with were just as young (generic RPG fare, in a way). Later, this was changed so that Khana worked for a private courier company for her uncle (still on earth), then the conception of Nor Prime was brought about, then the races, then the Trade, then a number of other decisions which ultimately led to what I have now: Khana Faust, a 19 year old Bhacrio courier who works for her uncle AND former step aunt, Iberian Sable. Khana is inherently evil. She's a racist. She'd rather spit in your face than kiss your ass. But why all these weird changes, Mr. 12? Simple. Crap gets old and needs refinement. =P The original story was unimpressive, predictable, and a little bit under 100 pages. The latest version is above 400 pages with 6 times the amount of characters coming in and out. Is that good? Yes, only because the story actually feels more consistent and has a purpose with minimal cliches (I hate the page count, though). Speaking of the storyline, it's structure within the game also went through major changes over the years. At first, the game had no sense of time. Now, everything is calender driven and follows a given "contract", which, as explained in previous updates, are courier given missions. There are 12 contracts in the game in all. This may seem meek, but keep in mind, you want to be apart of something that's interesting and involving as many unique characters as possible. Previous plans had something, like, 5 times this amount, but nothing stood out as result. Although refinement is good and dandy, there are rules in place to keep me from doing things I can't support or take up too much time (new story segments, characters, gameplay additions, art, etc..). These rules are there to keep the IP in check and maintain a consistency across the board. Changes in gameplayProbably the biggest offender is this refinement war is the gameplay. The very first playable build was less than playable and changed often. VHEL was suppose to be a RPG, at first. Overtime, however, I stressed over the "reasons" as to why. "Why must a game have hundreds of weapons and items to be fun"? "What's the value in constantly leveling up"? "Why are there so many interpretations of this genre?" Then I changed focus to working an Action-Adventure game. Again, I questioned the fun and reasoning. "Why puzzles?" "Why do I have to do what Zelda and Beyond Good and Evil did?" Question, after question, after question. In a way, my urge to figure out why I wanted to essentially emulate other games ultimately made me say "fuck the rules". I didn't care about making a game within a genre anymore. I didn't care if it were some kind of weird hybrid. I knew what VHEL was, and it sure wasn't being represented by the masses. That's basically when you know you're mad; when you decide to rebuke what is "standard" and define rules that create your own brand of entertainment. I think I've spent more time on researching psychology, sociology, understanding what entertainment is as a whole, to create my own blueprints for creating experiences than I have on replicating things I've seen in the industry. You honestly can't improve unless you break your own rules and question EVERYTHING until you see something you didn't. It all just requires discipline. As a result, VHEL went from being a boring old RPG, to this strange RTT with a stealth like focus and a type of dual character control scheme? The game progression has a lot of temperamental systems, but they work in conjunction with overarching mechanics to make everything feel involving and permanent. There's stability without their being a strict rule of conduct. I honestly can't explain all this. I just know the game works and plays well, which is all that matters. Nice story, bro. Now when can I play this stupid game?! D:<November 20th for the internal Alpha testing. Stop bitching. By that point, I can confirm 20% of the game being done. Mind you, 20% for this game is a bit over 5 hours if not more. The time during the Alpha is meant to understand a few key things: - Is it fun to play? - How do you like the Package, Symbiosis, and Notoriety systems? - Do you like having a team of couriers with specialized jobs? - Is controlling 2 characters too hard? - Are you able to implore unique strategies and builds? - Any weird bugs? - Does the game render correctly on your screen? (Graphics card issues, occasionally) - Is the story clear to you and do you feel as though you were immersed in the world? - Do the voice overs suck? - Do I (Mr.12) suck? And that's all there is to it until the main game comes out. Again, the final release date is unknown, right now. I don't know when it'll be done, but it will, and it will be awesome. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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GLEEEEE!!! Finally. I want to play. I don't even care if it sucks. Khana is looking more and more evil as you go along. I'd actually like to see every version, it would be kind of like that YTMND page for...oh jeeze, whats her name? One of those ex-Disney stars that turned 18 and went crazy. The one where she never changes her face? Never mind... =\ If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: Fuckstick

Groups: {pDs} Member, Registered User
Joined: 12/14/2007 Posts: 1,169 Points: 2,697 Location: Near Seattle
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Mr. 12 wrote:3 years of planning. That's the amount of time I've taken to develop the design to VHEL. Some ideas stand the test of time during gameplay testing. Many others, however, don't. That in mind, the art, storyline, music direction, and even the lore, goes through massive changes to hit that ever changing bar that is the final envisioning of the game. Is it just me or is this starting to sound like James Cameron's Avatar?  Quote:Razor: As hard as one might try no one will ever be able to pull one over on Super Penguin. Backpack of Win
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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February 26th Update Big Demon What's going on with VHEL?Alright, so a lot of things have been completely reworked recently. Just about every character I've created thus far is getting a face lift, gameplay mechanics are being locked down (it's taking forever to do this, I swear), and I finally have a team name! I'll avoid using paragraphs and well written expository dialogue to drop right to the point. - Faust Courier's roster has grown quite a bit. There are now 10 official characters apart of said company: Khana, Nolan, Mace, Iberian, Jinan, Po'Len, Mel, Caspian, Loki, and Don. Out the 10, about 8 are fully playable. 5 other additional characters all also playable, so there's a lot of choice here.
- Jobs have been locked down. There are 4 in all: Survivalist, Coordinator, Collaborator, and Saboteur. Survivalist focus on "combat". Coordinators focus on "cloak". Collaborators focus on "support". Saboteurs focus on "cunning". Each character is assigned to a given job, meaning that their base abilities/devices are largely dependent upon them. In play, you'll have to decide which character (with their respected job type) you'll want to role in your 2 man party.
- As mentioned in the past, their are 12 contracts in all, excluding the prologue sequence. I can name the first 3, but I'll keep the rest in the shadows for the sake of spoilers. These first 3 contracts are Black Ruj, Matimaa Farm, and ATC. Contracts last about 2-4 hours each, so they're very lengthy, expansive, and filled with their own unique characters and events.
- There are currently 4 equipment types each and every character can use: Drones, Traps, Puppets, and Rations. Drones are autonomous devices used for remote scouting and sabotage. Traps, the more basic type of equipment, are for, of course, countering enemy movement. Puppets are exactly as they sound; you control a separate "object" that does the work for a courier. Rations, the last of the equipment types, focus on character recovery.
- 8 environment types have also been confirmed. Again, I'll won't state what they are since some are a bit more specific, but to say the least, each type is designed for a specific manner of play. Traversing these environment types can also change dependent on when (like during the daytime or nighttime).
- I've nearly finalized the Symbiosis system for in-game use. Basically, it works like a difficulty modifier that changes the manner in which you play and think throughout the course of wasteland traversal. The twist here is that you're proactively augmenting bonuses given by enduring said difficulty modifiers to better survive future challenges. In a sense, it's like a temperamental ability tree similar to RTS games with a hint of RPG monotony.
- I've recently setup a new audition list for additional characters requiring voice work. The latest voice over auditions have been mind-blowing; I really am impressed by the quality these voice actors are outputting. Along with this, I've also taken the time with the cast to record reference dialogue for future use. I'll be separating what dialogue they've given me into a small montage so that everyone here can see what the cast is like.
- My composer has bought a lot of expense equipment for his composition work. From what I've heard, the quality is definitely higher than before. What I really like about John (composer guy) is the fact that he commits 120% of his effort into making the best possible work he can every single time. That in mind, I'm a bit more positive now that I'll have the right kind of soundtrack for this game. I think he's already composed some 20 songs for this game. =P
- Big time programming in March. A lot was held off. No longer. Things are going to ramp up fast. You'll probably start seeing screens and video around May (Based around what needs to be done). Naturally, I could have shown everyone SOMETHING previously, but nobody wants to see a broken build to a game with missing textures and placeholder objects. =P
Holy hell, was that a lot. >< New team name! Lacks originality. Who cares. I'll likely change the logo later in time. Later. Edit: 100 views in 7 minutes. Amazing... DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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Haha, your logo has your trademark gradients in it. :D I can't wait to see teasers, 12. Its gonna be awesome... ... ...and if it isn't awesome, this will be the greatest letdown of all time. All time. No pressure, brosef. If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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I better not fail. My future career depends on the game's success. D: DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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Mr. 12 wrote:I better not fail. My future career depends on the game's success. D: Not necessarily. Remember, LucasArts released E.T. for the Atari and they didn't collapse. And before you say "Oh well thats a big conglomo business with lots of money" remember that you're digitally distributing your game. You have almost no overhead costs, especially when compared to the amount of money they had to plop down to make all them Atari cartridges. So just cuz your game might completely SUCK DONKEY DONG doesn't mean its the end of the world. It just means your next game better be even more freaking awesome so that everyone can laugh and make meme's out of your old failure. ...if your game turns out to be horrible, which is not what I'm saying at all. I think its gonna rock. If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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Muffalopadus wrote:Not necessarily. Remember, LucasArts released E.T. for the Atari and they didn't collapse. Perhaps not, but E.T. "WAS" the nail in the coffin that pretty much symbolized the fall of the video game market, in 1983. Muffalopadus wrote:And before you say "Oh well thats a big conglomo business with lots of money" remember that you're digitally distributing your game. You have almost no overhead costs, especially when compared to the amount of money they had to plop down to make all them Atari cartridges. True. Money is never really the issue in indie development. However, the bigger issue is the amount of time you invest to create something and rather or not said investment -- with time, mind you -- is fruitful. Indie devs crash and burn because they add too many eggs into their basket. Hooli knows what I'm talking about. =P Muffalopadus wrote:So just cuz your game might completely SUCK DONKEY DONG doesn't mean its the end of the world. It just means your next game better be even more freaking awesome so that everyone can laugh and make meme's out of your old failure. Again, this goes back to the argument about "no big financial investment". If you have a game and if it's in some form "playable", and if said game has functional tech behind it, it's usually better to just rework the design with what assets you have already versus making up a brand new game with brand new everything. Now, in the case of VHEL, we'll play test out the bugs and design so that it IS fun. Think of it like HoN with it's Godly public Beta; I probably wouldn't distribute a final build of the game if I could (and can) in same way test it's appeal and functionality in mass. Unlike a company like Atari, I can afford to make big changes with little lash-back. I really don't think this game will fail, but I do believe it'll have a much longer gestation period for working out the issues. Why? Well, you've already pointed it out; there's no over the top budget or penalty. ;) As a game that'll be in my portfolio for industry credit, however, I need to do things right the first time. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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Mr. 12 wrote:Perhaps not, but E.T. "WAS" the nail in the coffin that pretty much symbolized the fall of the video game market, in 1983. Yes. Atari screwed that one up as well with their port of Pac-Man. Wiki says they MADE 12 million games even though there was only 10 million consoles sold at the time. xD Mr. 12 wrote:True. Money is never really the issue in indie development. However, the bigger issue is the amount of time you invest to create something and rather or not said investment -- with time, mind you -- is fruitful. Indie devs crash and burn because they add too many eggs into their basket. Hooli knows what I'm talking about. =P
Yes yes. I knew you were going to say this. However, while the time spent on E.T. was completely wasted, your time spent on this game is still valuable. You've obviously learned a thing or two from your few years at work, haven't you? Not all of it pertains to VHEL either, eh, eh? ;P Mr. 12 wrote:As a game that'll be in my portfolio for industry credit, however, I need to do things right the first time. =P
Heck no, man. Any project that I poured my soul (and life energy [and mana]) into that ended up not being critically acclaimed just means that...well, I had a learning experience. You can show off your flop and say "Hey. I made this. For me, its a technical and logistical achievement. How many other employees have done something like THIS prior to coming to your company? I've got some cojones, mang. You know hiring me would be a good idea." If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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Muffalopadus wrote:Yes. Atari screwed that one up as well with their port of Pac-Man. Wiki says they MADE 12 million games even though there was only 10 million consoles sold at the time. xD Mrs. Pac-Man > Pac-Man despite popularity. I just accept this as fact now on all fronts. Even my mother agrees. =P Muffalopadus wrote:Yes yes. I knew you were going to say this. However, while the time spent on E.T. was completely wasted, your time spent on this game is still valuable. You've obviously learned a thing or two from your few years at work, haven't you? Not all of it pertains to VHEL either, eh, eh? ;P No, you're right. I've stumbled quite a bit to lock down ideas and design philosophies. The best I can do is find holes in my own logistics and allow others to critique my work. That's, sadly, the only thing I can do with a medium so flexible as this, since answers to obvious questions are so infinite. =P Muffalopadus wrote:Heck no, man. Any project that I poured my soul (and life energy [and mana]) into that ended up not being critically acclaimed just means that...well, I had a learning experience. You can show off your flop and say "Hey. I made this. For me, its a technical and logistical achievement. How many other employees have done something like THIS prior to coming to your company? I've got some cojones, mang. You know hiring me would be a good idea." I'm a masochistic perfectionist. I don't believe in the word "just good enough", even though I'm learning quite a lot in the process. Either I kill myself (excess spending of mana) to get great results, or I fold and try all over again; I simply dislike mediocrity. I like how credible my resume is now (I could get a job at Bungie, for instance, as a designer), but for my own wants, I don't want to create something that lacks a soul that others can barely relate to. I also need to prove some things for myself with this game, so...it kind of goes beyond "let's make a successful game". It's also an ego/personal value thing. >> DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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March 8th Update (kinda) I needz help! Polka dot (sorta) or solid colors? (crappy quality is crappy) I need to know!!! D: DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Fecal Impaction For the Win!
Groups: Ogamer, Registered User
Joined: 5/9/2006 Posts: 1,664 Points: 2,472 Location: La Habra, Orange, CA
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I like the one on the left. IRL and in this instance. silverwasp wrote:Be careful what you wish for... I have 10 younger siblings and I am only 20....
Yes.... Same parents WarMachine wrote:meh...maybe if he hadn't been handed a burning house he could have done great things, but right now he has won the Prize for what? Damage Control?
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Rank: Fuckstick

Groups: {pDs} Member, Registered User
Joined: 12/14/2007 Posts: 1,169 Points: 2,697 Location: Near Seattle
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HolyJaw wrote:I like the one on the left. IRL and in this instance. I disagree. The one on the right is better.  Quote:Razor: As hard as one might try no one will ever be able to pull one over on Super Penguin. Backpack of Win
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