Cedric the Silent Posted 9 hours ago Report Posted 9 hours ago Noticed the willow tree at the end makes me feel closer to home and makes me wonder if in the future we will get more plants and animals for proper swamplands added into the world generation soon, hopefully sometime around the time we get proper rivers added.
LadyWYT Posted 9 hours ago Report Posted 9 hours ago 11 hours ago, MKMoose said: 1.22 still feels kind of unfinished for me, though maybe that's just a matter of mismatched expectations I mean, it is kind of unfinished, after a fashion, in the procedural dungeons only shipped with one general type, and a few of the berry bushes(like the kumquat) seem to have been pushed back. Which is understandable--the devs packed a LOT into 1.22, complete with a lot of restructuring, and at some point one has to say enough's enough and just get what's there polished and shipped so players can play with the new toys and get used to the changes. At that point you can take a break as needed before working on the next update. 11 hours ago, MKMoose said: I, for one, somewhat worry about the survival aspects becoming a lower and lower priority in favor of the adventure, story and combat I'd be surprised if we didn't get more survival challenges in addition to the combat; I'm guessing that the status effect system might be added alongside the combat changes, which should put more pressure on the player across various areas of the game and not just in the combat scenarios. Survival isn't so easy if you can catch a cold because you decided to work in the rain, or broke your leg because you decided to jump off the roof instead of using the ladder, especially if such afflictions actually take a bit of time and effort to fully heal. 7 hours ago, Slam said: I don’t like the gray of the alpha designs In fairness, I think the alpha designs are done in grayscale on purpose, in order to focus more on the contrast and design without getting distracted by the colors. Light and shadow can make or break a design, and drawing the image in grayscale first can help you get the balance correct before adding color. Keeping teal for the temporal elements also helps isolate them from the rest of the design, so it's easier to tell at a glance which parts of the design are supposed to really pop versus which don't need to draw as much attention. Jumping right to colors is also possible, but doing so can make it a little harder to spot certain issues with a design. 1
BooDooGooZoo Posted 3 hours ago Report Posted 3 hours ago (edited) Greetings Tyron, I highly recommend hiring a professional Steam game capsule/game logo creator to create your logo/font/variants. The price you will pay will make up easily for the amount of many people that will buy the game that are on the fence about it because it will look professional (I almost didn't buy the game initially due to this, even when it was recommended to me). There are 8.3 billion people on Earth. You will only pay about 40 games worth to get a real professional logo that will help push up to 8.3 billion people over the edge to buy the game because the logo doesn't look cheap. I don't mean this as an insult at all. I'm trying to help your game earn way more money with proper marketing techniques (I have a minor degree in marketing), which means you can hire a bigger team, and become a global brand faster. Let me know if you need help finding a professional game logo artist, I will be glad to point you in the right direction. Edited 3 hours ago by BooDooGooZoo
LadyWYT Posted 3 hours ago Report Posted 3 hours ago 10 minutes ago, BooDooGooZoo said: you can hire a bigger team, and become a global brand faster. With all due respect...bigger teams don't necessarily mean better games or faster production. Triple A studios have big teams and lots of money, but have producing several flops, at a fairly slow rate. In contrast, indie developers have much smaller teams and less money, but have been producing successful games in shorter times. Not everything needs to be a global brand either. When it comes to videogames, it's better to appeal to a specific target audience and focus on making things that keeps that audience happy. Not everyone likes the same thing, so the wider you cast your net the more you'll need to water down the product trying to appeal to different types of customers. And since it's not possible to please everyone, you'll eventually end up with a product that no one really wants, let alone gets excited about.
BooDooGooZoo Posted 3 hours ago Report Posted 3 hours ago (edited) 3 minutes ago, LadyWYT said: With all due respect...bigger teams don't necessarily mean better games or faster production. Triple A studios have big teams and lots of money, but have producing several flops, at a fairly slow rate. In contrast, indie developers have much smaller teams and less money, but have been producing successful games in shorter times. Not everything needs to be a global brand either. When it comes to videogames, it's better to appeal to a specific target audience and focus on making things that keeps that audience happy. Not everyone likes the same thing, so the wider you cast your net the more you'll need to water down the product trying to appeal to different types of customers. And since it's not possible to please everyone, you'll eventually end up with a product that no one really wants, let alone gets excited about. Perfectly fine, but at minimum, it will help bring a lot more money in the door to pay the current employees more, and to to produce content faster where needed, *including fixing bugs. Edited 3 hours ago by BooDooGooZoo
olliebug Posted 3 hours ago Report Posted 3 hours ago I personally am a huge fan of logo version 4B. I think having the gear take more of a focus in the logo is a good move. My head is already swimming thinking about the armor customization options. The current armor system progresses very linearly as you work your way up the metal ages (which isn't a bad thing in my opinion). The new system seems like it will provide new ways to improve the protection and durability of your armor while also allowing for a lot of creativity and diverging options. This kind of stuff is why I love Vintage Story so much! And on a final note, the new willow tree is so pretty. Very excited to see it in game. Also curious to see how the wood looks in its other forms (i.e. planks) for building purposes.
LadyWYT Posted 3 hours ago Report Posted 3 hours ago Just now, BooDooGooZoo said: Perfectly fine, but at minimum, it will help bring a lot more money in the door to pay the current employees more, and to to produce content faster where needed. I'm certainly not against the team getting paid more, but more money does not always equal faster content development. People can only work so fast.
BooDooGooZoo Posted 3 hours ago Report Posted 3 hours ago Just now, LadyWYT said: I'm certainly not against the team getting paid more, but more money does not always equal faster content development. People can only work so fast. That's also fair, but at minimum, the logo will just look a lot cooler and the game will make more money, regardless with what they do with that extra money (pay for benefits for employees, pay for marketing to bring even more people in, etc.). It will just help generate more money all together, and help keep employees in-house, amongst many other things. Literally no downside to the move.
CipherStormwolf Posted 3 hours ago Report Posted 3 hours ago Better combat will be a game changer! Looking forward to all of this.
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