Hey guys! I didn't think a lot of people would see this yet, but I guess it's one of those things that sometimes releasing something quietly can be louder than properly announcing it.
Liam has a pretty good grip on it - it's all about creating and sharing games. Imagine a LAN party where you're getting together to share and play all these weird little games - that's the kind of feelng we're going for. An important part is that we're trying to make it as simple as possible to do that. You can see some of that in the video, where instead of placing individual static meshes, you can drag out whole rooms and so on. It should be possible to just whack together a game from what we supply plus a bunch of cool stuff from the work shop but you can also import your own art, scripts; anything, really. We're trying to make that as simple as possible too, here's a video showing our model import pipeline:
One thing I'm looking forward to seeing develop is that collaborative editing of the game during gameplay is both possible and encouraged. Hopefully this can lead to cool dungeon master style situations where you are shaping a game experience for your friends as it happens. We'll see! We'll also ship a bunch of game modes that we've made during development.
Quote from Daniel NilssonSounds cool but little heads up about the name. It's the title of the third Timesplitters game. http://en.wikipedia.org/wiki/TimeSplitters:_Future_Perfect
Maybe can be copyright issues, think it's EA so maybe double so...
We've been made aware of that and we ran it past our lawyers before announcing. We're good.
Quote from MaKI'm with Dan, I saw the thread and immediately thought it was Timesplitters related. I've been diddled. You've diddled me unknown worlds!!!
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Quote from EmSame, I thought of Timesplitters !
I'm not really convince by the minimalist art, usually it gets me but here it just seems like lazyness... just hope it's early WIPs
Yes, this is SUPER early WIP stuff. The version of that level that's in-game already looks pretty different. We're cranking hard on the art side now, but didn't want to let a lack of finished assets get in the way of getting all the systems up and running.
The reason we're going for a minimalist style is that we want it to be possible for people who aren't professional game devs to be able to put something together that looks good using our art, without going to a lot of trouble. This was an issue with NS2 - matching the detail level of our own environments was really hard if you weren't working on it full time. The people who DID achieve that have my total respect.
Quote from blackdog
Sounds scarily UT4 territory
We're trying to go for something much less daunting than a fully fledged game development suite like UE4 or Unity. Think closer to something like LittleBigPlanet. Except all the heavy-duty stuff is there, if you do want to work with it. Hopefully we can pull it off!
One final thing, this is a REALLY, REALLY early work-in-progress of a game. If you're not comfortable with the idea that you might have a terrible time with it, don't buy it!