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Planet Explorers Released!

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Messages - Malus Tepes

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General Pathea Discussion / Re: Prospecting new player here[marked]
« on: March 10, 2017, 05:04:44 AM »
so i bought the game last night and I love it so far! What a great game to bad the bad reviews. I want to know if the dev team needs any help? I am pretty good at blender and Unity coming from kerbal space program. I got a yiynova tablet and 3d mouse waiting for a good project. :P and just learning coding. I want to offer my help free of charge and anything I contribute will become the property of Pathea. I am good with that. How can I help?
Typically, most game development teams wont' take up offers.  This is because they have a way of doing things in office which trying to get a single person from over seas on the same page will make quite difficult.   Add in the fact that even if they used your assistance, if there are any things that they wanted done in person that is a bit harder to describe with words, they would have to re-edit all your assets in order to do it, which if some things aren't set up correctly, would result in them having to re-do it from scratch.

I know the Pathea team really does appreciate the gesture of good faith and I can not speak on their behalf as I am not a member of their team, but I can tell you that sadly your suggestion just is not a possibility as things are.  I am very pleased that you are liking the game.  Its always good to see new fans coming into the game.  If I may give a suggestion, perhaps you should help design some pleasing armors, weapons, and vehicles using the in game editors and using advanced tricks you can find from different people on these forums to create truly wonderful things for others in the community to enjoy.  I dare you to see if you can translate that knowledge and make me a dapper purple Tuxedo to wear for armor.

Protoform General Discussion / Re: Video Devlog 01
« on: January 01, 2017, 04:54:52 PM »
However, the biggest trick here is that is the difficulty fun and challenging, or just aggrevating?   

Hearing this "People died 80 times" actually sort of worries me.

Don't worry, Protoform is a puzzle game with stealth elements. Actually metal gear games give me inspiration, but Protoform is more like Portal. In final version, if you come up with correct ways you needn't die so many times, 2 times at most I guess.

I see.   I have another question.  Are your puzzles going to be focused on having One Solutions, or are they going to be designed around allowing more than one set in stone solution to reward players for creativity?

Protoform General Discussion / Re: Video Devlog 01
« on: December 30, 2016, 06:16:07 AM »
This is absolutely amazing.  I wish Xu the best of luck on leading the team. 

While I know Zifei has fluent in both english and chinese, part of me asks how good is Xu at it.   Puzzle games are a more difficult and niche genre to sell too.  The biggest thing is that the most successful puzzle games do one of three things ((Usually at least 2.))

1) The puzzle has a very unique and different mechanic behind it that serves as a theme through out the whole.   Some games that come to mind like this is the Shift Series ((flash game)), Portal series, and Scribblenaughts ((You drew your own solutions.))

2) A unique story element that has a secret amount of depth and symbolism to it.

3) The puzzles are met with a cast of unique, fun, and well developed characters.  For this, some games that rush to mind is Catherine and the Portal Series again.

Difficulty is only the same challenge that all puzzle games have.   Some are too hard, some are far too easy.  However, the biggest trick here is that is the difficulty fun and challenging, or just aggrevating?   Some puzzle games can be insanely hard but aren't aggrevating as the mechanics are very clear and concise.  The flash game Shift is a great example here.   Other puzzle games however, require a certain flawless timing that is more aggrevating than fun...

When I see Xu's new team working on the Pre-Alpha Demo to prepare to determine how well they can make the gameplay I have to ask if they will capture the first part.   Will they be able to find a way to create a Unique and innovative mechanic that will make the game stand out.   Even if the characters weren't amazing, the portal games would still do well due to how well the puzzles were made around the mechanics presented.  Pathea has already shown their ability to come out with games with unique content in Planet Explorers.  Because of their track record I'll give Xu the benefit of the doubt and he does seem very confident on what he wants to make which only further encourages me.

The second point is one that is a bit trickier to catch.   There are a few puzzle games which do capture this, however outside of some moments of Catherine, I can't think of much for examples.  Honestly I find adventure or RPG's tend to catch this better with Shadows of Colossus, Undertale, or Okami capture it better.  This is a tough thing for puzzle games capture as it often does rely heavily on the third thing I point out, the story.

The game is going to fall into the realm of 3d Puzzle games.  Its clearly going to be story driven.   I wonder how will Xu's innovation will be able to sell the story.  I believe if there is going to be anything that will let Pathea sell this game well on steam, it will be the story.   Puzzle games on team usually sell well due to a good story more than just good mechanics.

On a side note, does this mean we will see another Pathea team making a Mouse Game?   Will Zifei be leading us into a mousehole in a few months?

Planet Explorers Suggestions / Re: A few suggestions[marked]
« on: December 27, 2016, 03:15:39 PM »
Bows actually don't get enough credit for how useful they are. They are the cheapest and readily available ranged ammunition to make and use.
Though it would be neat to have special arrow types, like fire arrows, or poison arrows.

As someone who abuses Bows thoroughly I can tell you 4 things.
In story mode, Bows are insanely powerful as you can get access to bows that will always deal more damage than the best non-custom gun at the moment.  It's ammo is the cheapest.  It has the ability to ARC your shots, something that if you know how to use this in combination with a hell, will allow you to fight extremely difficult mobs and bosses ((Such as the different robots)) by using the terrain to your advantage as a shield.  This is something Rifles and Laser Guns can't do as they don't have the arcing, making using barriers slightly more difficult in the wild.

Most of the time, after your first shot, mobs will always be sprinting towards you, so you have to Kite them, which at close range, the Accuracy of a Laser, Bow, or Rifle don't matter.   This again, makes bows a sleeper powerful choice due to their consistent shooting speed.  Ever run out of Arrows?  Cut down one tree and  you have a ton of ammo again.   Run out of Laser ammo?  Better wait for 30 minute sfor it to recharge.   run out of Bullets?  Better farm for 30 minutes to get enough copper to have a good stock.

Bows are actually the strongest ranged weapon for speed running, general exploration, and farming meat ((As you spend the least resources to acquire your meat, resulting in a greater net profit.))  While their strength isn't about being the hardest hitting or fastest firing at late game like final tier Rifles and lasers, their utility early on and extremely cost effective ammo compensates plenty.

And having just finished the story... HOW DARE YOU D: :'(

Don't spoil too much for me.  I still haven't seen the end ironically.  Too busy testing ISO creator stuff, getting mad and throwing my work away hehe.   

However its great to see you back man!

Protoform General Discussion / Re: New Game - Protoform
« on: December 08, 2016, 09:25:18 PM »
The protagonist looks pretty adorable in some of the character art.   I can't wait to try this game out in demo

I agree, there are some problems regarding isos armors adaptations depending of the charater customization or some of the armor extensions they are wearing (Silver 2, alumium 2). But I'm not sure how difficult it could be to find a solution to this.

For the custom armor helms, they should really think about adding an option on the iso helm to hide to the character's haircut. Because of this, if you try to cover some haircuts or make a full helm, it could to appear much bigger for the rest of the armor set. Honestly, I'm also tired of creating bald characters for checking armors proportions between the helm and the rest of the armor. And having to ulpoad each upgraded armor parts is really, really not pratical.

This is a very good point I had not thought of, as many of the armors ((mainly the full helms)) will hide your hair in the base game.  Making it an option to hide hair is a very good idea!

Yes.  I really feel like the armor system is currently counter intuitive.   Especially if you play a character with altered proportions.    They really need to figure out how to fix armors creation and proportioning.   Making armor adapt better in the same way their armors adjust to proportions would be a much welcome change.

Planet Explorers Suggestions / Making Custom armor more flexible[marked]
« on: November 20, 2016, 09:36:00 PM »
All right, so I have been dabbling with Custom Armors a bit more.  I have noticed something...  interesting with it.  That is that the custom armors do NOT take character customizing into account at all.   So, your pot belly character will have their gut poking through the armor.  Make a nice skin tight outfit that would fit a default female character, and if you happen to adjust that chest slider bigger, and it will not longer work on the character.

There ought to be something to help allow the voxel's to 'stretch' to match the wearer of the armor.  Otherwise, custom armors will simply be unviable as each armor will either have to be made to allow people of the largest sizes ((Which won't fit small people in a cosmetically pleasing way)), or will be made small that will cause them to clip and be unviable for large proportion characters. 

Instead, much like normal armor, custom armors need to be able to stretch to allow all characters of a gender to wear armor made for a gender.  This will allow more customization of suits.   Trying to make a skin tight suit ((Like Samus wears)) will be impossible if we cant' find a way to allow armor stretching to proportions.

While yes, you can stretch the armors in a way in the character tab, when done in this way, it usually doesn't match the body still, with armors with shoulder plates no longer aligning on the shoulder and still being able to cover the persons chest, heights are always weird, and a variety of other problems.

I know this post comes late, but having been sick for the past week my ability to enjoy the final release has been delayed.  However, congratulations on reaching release!  I know everyone at Pathea has achieved something special and great with this games true release. 

It sure has been a trip with you guys as well.  I remember this game from before its Steam Release.  I remember a day when our buildings were made in an editor as well.... That was terrible.  Thank god we went with the newer system on that one.  I remember building Carter City back in .53, while wielding an Aluminum great sword having figured out the only aluminum deposit was under water. 

There have been patches that made me want to strangle the team, as well as patches that made me question the team direction ((When we lost the rope gun)).  All and all, like many in the community, I have stuck through it, and now I can look and see the final reward.  I can look at it and I can say, "This is a game I can be proud to play and to have been part of."

Planet Explorers General Discussion / Re: Character tab : presets ?
« on: November 15, 2016, 04:00:04 AM »
To my knowledge, these sections are for putting on, and setting up custom cosmetic armor pieces which can be either created in your Editor, or found on the workshop.  You may then upload them with materials from the editor to wear.

Planet Explorers Bugs / Re: Multiplayer - Ladders and Stairs[marked]
« on: November 15, 2016, 03:50:57 AM »
While I am quite sorry about your inability to find those pesky ladders and stairs, I do sadly must keep the point that until the Dev team believes we are ready for another patch of bug fixes and balance tweaks, there still won't be stairs and ladders are low level villages quite yet.  However, they have mentioned they are looking at it, so there is a solid chance that your notice is going to bring it to the balancing table.

These are some seriously imprsesive ISO's.  The steampunk bow blows my mind with how well down the details are.   I can't wait to use some of these myself!

Now the real question is, does the Inuko Corp handle commissions to try new times of things?   I'd love to see what kind of armor you can make  ;D

Planet Explorers Bugs / Re: Creation Editor Extruding Bug[marked]
« on: September 05, 2016, 01:27:52 PM »
Very well then.   Then I have a different bug to post. 

The editor states that its done by the Space and Alt keys, when it should state it uses the Page Up / Page Down keys.

Planet Explorers Bugs / Creation Editor Extruding Bug[marked]
« on: August 26, 2016, 01:04:30 PM »
While using the Editor,I am unable to Extrude up or down, by using the Space or Alt keys.   The Arrow keys ((Forward, left, right, bck)) all work for extruding still. 

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