HA! No kidding
I did Lindsey's PAX review first, because I just couldn't resist gameplay footage. But I've been making notes on THIS dev log for a few days now too... there's just sooo much packed into this one.
HA! No kidding
You are quite right about all of the above, yes. I can't speak to the second part of your post, though; I don't know Josh's thoughts on that.lmaluko wrote: ↑Sat Jan 20, 2018 11:26 pmIts really good to see that things are progressing. I don't know much about coding but my understanding from reading every devlog is that you guys are working on the engine that makes the beast go. The under the hood stuff. And now that is mostly done and you guys are moving to build the actual game play that goes on top of it soon. Is that right?
I understand what you're saying, and yes, there have been other large games that did quite well on Early Access. Limit Theory might even do well there, too. The chances of Josh actually putting it up there, though, are quite slim. Limit Theory is a game where most systems need to be in place and functional before any of it works as a game, for one, and for another, Josh has always had a hardline stance on early access. He's not likely to break the promises he made to his backers - at least, not where he can help it.alpan wrote: ↑Sun Jan 21, 2018 5:02 amI should say: I'm getting a sense -- and perhaps this is deserving of its own thread -- that by way of its development trajectory and its intense focus on modularity and moddability, LT is shaping up to be a prime fit for Steam's Early Access. I'm not saying this to get a needlessly early hold on the game, but I do think there have been quite a few examples of space games -- I emphasize space here -- that have built up a snowballing community by means of early access, developer responsiveness and gradual inclusion of features, supported by helpful doses of twitch streamer support. I don't even follow the space games scene, but can immediately think of games like Space Engineer, Avorion, and Astroneer that have successfully implemented this model. It might be worth considering when LT becomes a great game that people can play, and marketing that great game so that people can discover it becomes the main issue.
I can't say the music in the background did much for me, Distant, but I still thought your review was up there with your best. Thanks!
that seems to be the typical manner with which research is managed. and thank you for the welcome ^_^
im personally still hoping for a system where values that would break the physics (like your infinite fire rate or endless ranges) always get dragged back towards some median by other advances and values that are purely numerical (energy needs, damage per shot, hp) scale infinitely.Su-Bev Tome wrote: ↑Tue Jan 23, 2018 3:46 pmsomething i was curious about is in regards to research. now i understand the system lets you "endlessly improve" upon previous projects (fire rate on lasers for example) but is there any planned limit on such things? my impression is that, eventually, further work into such fields would produce results with no visible difference to the prior research (previously mentioned fire rate going so fast to appear as a solid beam, even with pulses due to firing taken into account), making any future endeavors in that direction essentially moot. am i wrong in this, or simply not fully understanding how the system works?
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