Please don't die

Talk about anything related to Unvanquished.
seanofthedead
Posts: 2
Joined: Fri Jul 29, 2016 9:37 am UTC

Re: Please don't die

Postby seanofthedead » Sun Jan 29, 2017 6:21 am UTC

Great to hear the game isn't dead, I also can't wait wait to see what you guys have been working on.
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kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Please don't die

Postby kharnov » Sun Feb 19, 2017 12:33 am UTC

seanofthedead wrote:Great to hear the game isn't dead, I also can't wait wait to see what you guys have been working on.


You don't have to wait any longer.

https://www.unvanquished.net/?p=985
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illwieckz
Project Head
Posts: 406
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France
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Re: Please don't die

Postby illwieckz » Sun Feb 19, 2017 7:52 am UTC

:bsuit: :bsuit: :bsuit:
This comment is licensed under cc ​​by 4 and antecedent.
ZerggedTrem.XH
Posts: 2
Joined: Sun Feb 19, 2017 5:23 am UTC

Re: Please don't die

Postby ZerggedTrem.XH » Sun Feb 19, 2017 9:37 am UTC

Hello! Played a few minutes, recognized that damn Training Box map from the original Tremulous 10 years ago. The bots have sorta improved, I remember them getting demoed on the... MG servers? PureTremulous? One of those types. Been so long.

1-shotting helmetless people with dragoons like old times, punishing human scum by letting xenos getting that early lead... though Pounce is reeeaaallly tweaked to be low-power. Mixed feelings about dragoons not being Stage 1 anymore.

It feels so weird to play with a high resolution. Almost harder to land hits because the crosshairs are real small compared to the old days of 1024x768. Incredibly noticeable on Dretch. That hitbox the size of my thumb is still the size of my thumb and I foresee will screw me over on native 1440p.

People masterminding the Unvanquished team, THANK YOU SO MUCH! I hope the word gets out and more people start playing.

Needs more Granger rush! :granger: :granger: :granger:

Curious, I wonder if anyone that was on Tremulous remembers the (Spy) clan? I played often with the "(Spy)Zergling." handle with "Incognito" and two or three other people.
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Tom
Dragoon
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Joined: Tue Jan 15, 2013 3:34 pm UTC
Location: France

Re: Please don't die

Postby Tom » Thu Feb 23, 2017 9:15 pm UTC

Oh yiss!

Image
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poVoq
Dretch
Posts: 59
Joined: Tue Oct 09, 2012 5:01 pm UTC

Re: Please don't die

Postby poVoq » Sun Mar 12, 2017 12:43 pm UTC

I feel cheated... all the build up anticipation and still no release... :cool:
eternal
Posts: 4
Joined: Mon Feb 04, 2013 9:14 pm UTC

Re: Please don't die

Postby eternal » Fri Apr 14, 2017 4:48 pm UTC

Alpha 50 is a year old today.
I would personally prefer another alpha sooner than a beta later... :)
It might actually be a good idea to release another alpha before the beta since there probably have been many changes.

Happy Easter!
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GORE
Dretch
Posts: 30
Joined: Thu Mar 12, 2015 5:17 pm UTC

Re: Please don't die

Postby GORE » Sun Apr 16, 2017 4:09 pm UTC

Devs are mostly focusing on how to polish the 1337 code to the limit instead of gameplay changes so dont expect much difference in gameplay after another release...
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ViruS
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Re: Please don't die

Postby ViruS » Mon May 01, 2017 2:25 pm UTC

seriously the gameplay is the problem. I don't think many of us care about the polished code yet. But then again, here is a question: Would you rather the project die with great gameplay but shit code, or shit gameplay and great code for others to use?
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lamefun
Tyrant
Posts: 367
Joined: Mon Jun 04, 2012 10:29 am UTC

Re: Please don't die

Postby lamefun » Sun May 07, 2017 7:19 pm UTC

It's definitely more important to have great or at least passable gameplay than to have great code.

- If the game dies, there's a greater chance of revival of the game itself (if the game has bad gameplay and great code, its engine code is likely to be abandoned or maybe used to create something else entirely).
- A non-inactive player community provides motivation for the developers so they are less likely to burn out.
- More players mean more chances to acquire new developers.

Here's what I think are the two most important issues that will hopefully be addressed in Beta:

- Floor headbite with small aliens. Unless you happen to have this little piece of secret elitist knowledge, you won't be able to play aliens, you'll just die all the time.
- Human camping. The first part of the problem is that you lose all upgrades if you die and because aliens can avoid most fights they know they'll lose while humans can't, humans often choose to stay in their bases for the fear of losing all their stuff. The second part is that aliens can't effectively attack the base with most of the human team in it because if they go all in, they might lose all their upgrades, and then they become dretches and can't attack the human base at all anymore. So aliens have to slowly and carefully grind the human base down turret by turret. Clearly, something has to be done.

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