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Topics - frvge

#21
Public Discussion / PS news =]
June 15, 2013, 12:45:13 AM
Hi all,

I'll be going to San Francisco for work and will drop by in a nearby city to visit Zedblade.
Together, we're going to have a lot of fun. And work on new content and a nice video for PS.

I won't be able to check the forums often during the "work time" :(

There's another change, but that one is a bit of a small search for you guys :-).

frvge =]
#22
Public Discussion / Feature discussion
May 16, 2013, 11:37:00 PM
Hi all,

We're moving on diverting a bit more from the original visions and gadgets, while still keeping the same core gameplay. I'd like to present you with a feature we're thinking of implementing: Sound Vision for Mercs.

Basically, it will pick up sound waves. The strength of these waves fade over a certain distance.
This will give the environment more opportunities to affect gameplay scenarios.

Examples: a loud humming machine that can be triggered; rain in Asylum; another Merc shooting at another Spy.

It's currently unsure if waves can go through walls, and if they get weakened or not. The already known Sound Detector will still exist, but might be temporarily disabled when the Sound Wave vision is used.

We'd like your feedback on this :) Thanks!
#23
Hi all,

We're very pleased to be able to show you the early alpha footage of the lobby of Asylum. Please watch it at Youtube or IndieDB or Steam Greenlight (don't forget to favourite :) ):

http://steamcommunity.com/sharedfiles/filedetails/?id=107025551
http://www.youtube.com/watch?v=wbbPfJqdIhs
http://www.indiedb.com/games/project-stealth/videos/asylum-teaser

Zedblade worked hard the past weeks on getting this out. Asylum has been restarted by different level designers for about 3 times, which of course affected the progress on the map. Fortunately we now have an experienced level designer and environment artist on it, so the map will finally get the love and attention it deserves. We're looking forward to your comments on this :)

Music by Theodore Wohng.

Thanks for your patience,

frvge

[post script: did you find the 4 hidden Spies?]
#24
Public Discussion / Easter bunny on radar!
April 02, 2013, 01:30:53 AM
We've noticed some bleeps on our radar and it turned out to be the easter bunny. YA RLY!

Find the link to the easter bunny on the forum :D . It's in one of the threads _or_ it's at the bottom of the willow. *c-c-c-cryptic combo*

If you've found it, please don't tell the location or how you found it =D That's more fun for the rest.
#26
Presentation Forum / Gameplay-ish footage
December 14, 2012, 09:04:12 PM
Hi all,

We just released a video of some gameplay-ish footage of Morten and me.

http://www.youtube.com/watch?v=3YPo4K0c8j8

Thanks,

frvge
#27
Hi all,

As every year, IndieDB holds it's Indie of the Year awards. This is a great opportunity for us to get more exposure and with that, get hopefully more programmers.

So please vote for us :)
http://www.indiedb.com/games/project-stealth/

Thanks!

#28
Dishonored is 50% off today.
http://store.steampowered.com/app/205100

As far as I know, Mark of the Ninja was also in discount earlier. Might come back at the final day!
#29
Hi all,

We've decided to put PS on Steam Greenlight. Steam Greenlight is the selection procedure to get a game on Valve's game distribution network called "Steam".

PS has been submitted in the "prototype/concept phase" category. You are able to vote for PS so we can gauge how much people are interested in PS. Voting at this stage will not help towards our end-goal of being actually on Steam, but it still gives a signal so vote :).

After our first real gameplay trailer, the game will be moved to the "games" section, which is for almost completed games.

Project Stealth on Steam Greenlight

Thanks,

frvge
#30
General / Off-Topic / Awesome frvge is awesome
October 22, 2012, 11:42:33 PM
I bought a laser. Now I just need sharks!
#31
In stage 1, the map that got most votes was the Airport.

At this stage, it's time to think about the following:
- which kinds of objectives?
- what kind of map flow (sector/open world/hybrid)
- art direction and color scheme of the map

Please note that I haven't put up the 'design' of the map itself. Usually that can be done in parallel, but in this case I dont think that's a good way.

Sooooo let's flesh out the points above a bit more to get consensus and get past the brainstorm phase.
#32
Official information and announcements / Slowwwww
September 17, 2012, 01:36:47 AM
Hi all,

You might have noticed that the site has become slow. I currently don't know why, but I'll try to fix it in the next few days.

Thanks,

frvge, your sysadmin.
#33
Presentation Forum / Community Map: stage 1: map selection
September 16, 2012, 12:29:31 AM
To finish the first part of the big Community-made map to increase the amount of maps of PS at the launch (whenever that will be), the selection of the map is the conclusion of the first step of the process.

So pick which concept you think has the most potential :)
#34
Hi all,

Everyone agrees that PS is taking too long to develop. The reason for this is pretty simple: we want quality and people with the needed skillset are hard to find. People that stay and give positive value to the project are even harder to find. Most of the Try-out people get various tests. The results of these tests are in one way or another beneficial for PS and/or for the skillset of the person applying for a role. However, this process can take up to 1.5 months, depending on how fast the applicant is. If the applicant then is approved and allowed in the Core Dev team, they often have changing lives and have to resign because of this (less time than expected etc). The total "value" is then the limited number of results from tests (some are not useful for PS) minus the time put in training and recruiting of that applicant. On average, this value is low or negative unfortunately.

If you look at it from another perspective, we might get more value with more contributors that stick to the project for a longer period, although the initial quality itself might be less than the current one. This is not a big deal: with the time people put into the various skills, they will become better at those skills and will hopefully remake models that aren't up to par.

With all this aside, I'd like to present:
Community Map: Stage 1 (Brainstorm)(haha, Comic Sans-ed!)
The idea is that you post ideas for maps, with a background. For each map, you should ask yourselft the following questions:

  • Is this an interesting location? Players have seen countless of homogenous warehouses and so on. Be original! (House of Wax, base on the Moon, sewers, animal shelter)

  • What kind of objectives are fun there? Note that you are NOT limited to hacking PCs etc. Everything can be an objective. Want to make using the elevators 20 times an objective? Go for it. As long as that makes sense in your setting (think TF2's various game modes).

  • Are the objectives, besides fun, somewhat logical for both Spy and Merc? We're still trying to be a realistic game. Extracting a famous puppy from the shelter is logical. Extracting a health report of that puppy probably is not. You should be able to write a short synopsis of a background story for both Spy and Merc as to why protecting/infiltrating this location is so important.

  • Who is defending? Spies and Mercs can change in their "position" of being the good guy/bad guy. This depends on your answer of point 3. Stealing bread to feed a starving child... who is good and who is bad. Interesting for backgrounds! Feel free to experiment.

  • Does the location provide enough gameplay possibilities for both Spy and Merc? A train might be cool, but there's not enough manouverability for the Spies there. You can always get creative tho! (Shrink the Spies!)

  • Is it a mature theme or not? I don't mind some controversy. Want to infiltrate a brothel and hack the PC of the pimp who overdosed to get his cash flow? Go ahead. You decide. As long as there's a good story! (pimp was selling CIA files to alien invaders). However, the final say in this part is with the Core Dev team.

Those are some points that I personally use when I brainstorm about maps. They are fairly high-level, so you can think of more yourself. If you have a good point, post it and I can add it to the list.

Thanks and I'm very curuious what you guys can come up with. After a few ideas, let's say 4-5, we'll have a poll to pick the best one. then it's on to Stage 2: designing the map and concept art.

frvge
#35
Check out http://www.3dmotive.com/downloads/ with video tutorials from $ 15.

We can use more modelers and texture artists for Asylum =]
#36
Public Discussion / Gamescom
August 17, 2012, 01:29:40 AM
I'll be going to GamesCom this Saturday if everything works out. I'll be wearing a PS shirt. If you want to meet up, send me a private message.
#37
Public Discussion / So you want something new?
August 14, 2012, 12:10:45 AM
We've lost a few potentially good people and we're short on people in all areas except Sound Design, so things haven't been progressing as fast as I expected (a personal goal, in January, was to be at GamesCom 2012 which starts in a few days :( ). Aw well, we gotta stay positive. And with positivity come presents! So pick one. Yes, just one.

You are allowed to change your vote.
#38
Hi all.

Some possibilities I'm currently looking at are the just announced possibility to start a Kickstarter for people living in the UK from this autumn (currently only residents in the USA can start one :( ) and while I'm not in the UK, we can probably arrange something there.

And of course the announcement of Steam Greenlight, a game selection procedure for publishing a game on Steam. http://steamcommunity.com/greenlight/

We're keeping all options open to get some more exposure when the time is right. And that time is slowly crawling closer. When we hit a certain point in development, expect a lot of (temporary?) stuff to get the media buzzing about our awesome game. And our awesome fans of course, including YOU. Yes, even you.

Thanks for reading and for your eternal patience,

frvge
#39
As I'll be there in both cities for a few days, I need a good guide. Of course, you shouldn't skip school or work. So yeah.

I'm in San Fran for work, so I can't really spend much time, but we'll see.

Only cool people allowed. Won't tolerate non-cool people.

Aight.

#40
Public Discussion / Artsy contest
June 01, 2012, 02:06:18 AM
Hi all,

I've noticed we have quite some good artists around so it's time for a quick art contest.

The winner, if we deem it good enough, will be used as a temporary placeholder in an upcoming video.

Rules:
- Full HD image (1920 pixels wide by 1080 high) in PNG-24 or TGA format. No lossy compression formats like JPG please.
- It is PS related. Preferably a mashup of already released material or fan art.
- You have to own all copyright and you give us the non-exclusive right to use it for promotional stuff and so on.
- The winner MIGHT get included in a video as a placeholder
- You can submit multiple images