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#1 Kod

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Posted 10 February 2015 - 12:16 AM

Hi everybody!

Many of you feel disappointed to see the devs are not expressing themself more often on the forum.
As you know we are just 3 and the mass of work is huge. We have nobody to daily answer to your questions and we are not very good at english. We are always afraid to be misunderstood or to express ourselve incorrectly. In addition english take us 10 times longer than in french, or we must harass friends to help us to translate. That's not very practical.
So I decided to regulary post messages in order to tell you how the development is going but I will do it in french!
I asked our moderators to edit my messages to translate them so either you wait the translation or you go on google translate (or harass some friends who speak french).
I will take english lessons after the development of Hover but for now it's too hard and too long for me, I'm sorry. The priority is the for development of the game !

 

Depuis la sortie de l'alpha privée, Pierre a passé énormément de temps à corriger des bugs et améliorer la qualité du jeu en ligne. Tearrex lui rapporte vos messages et Pierre travaille dur pour combler vos attentes et améliorer le feel game.

Il travaille également à l'amélioration des modes de jeu actuels et commence à préparer des nouveaux modes qui arriveront plus tard dans le jeu comme la possibilité de faire des tags. Les tags demandent beaucoup de réflexion car ils doivent répondre à beaucoup de contraintes. Ils doivent être optimisés, cohérents avec le background, facile à réaliser pour le joueur et bien sûr avoir un réel intérêt dans le gameplay. Nous partons sur l'idée que les tags donnent des bonus aux joueurs et créent des diversions auprès des secubox. Pierre fait beaucoup de test pour être sûr de faire les bons choix car ça doit être en osmose avec tout le reste du jeu.
Beaucoup d'entre vous espèrent la possibilité de créer vos propres tags mais cela pose différents problèmes. Tout d'abord il faudrait que Pierre développe un outil d'édition ce qui prendrait beaucoup de temps dans le développement alors qu'il y a d'autres modes plus prioritaires à développer ! Ensuite il y a le problème des abus avec des joueurs qui risqueraient de faire preuve de vulgarité ou d'obscénité et nous n'aurions aucun contrôle là-dessus. C'est le genre de choses qui peut rapidement détruire une communauté et de toute façon nous n'aurions pas le droit de le faire sur console. Jet Set Radio donnait quelques outils pour créer soit même ses tags mais il s'agissait d'un jeu solo donc les joueurs pouvaient créer n'importe quoi sans que cela pose des problèmes de respect et politesse. 

Enfin, Pierre travaille régulièrement sur les animations et particules du jeu afin de sans cesse les enrichir et les améliorer.




Marine est actuellement en train de modéliser Veelan qui sera donc le prochain personnage jouable du jeu. Un personnage jouable lui demande plusieurs semaines de travail donc elle est très occupée et n'a pas grand chose de nouveau à vous raconter :P Elle travaille également sur de nouveaux PNJ qui peupleront la ville.

1423525623-pnj.png

Comme vous l'avez peut-être deviné, à Hover City le clonage est à la mode et tous les habitants possèdent plusieurs dizaines de clones d'eux même :P Il est donc tout à fait normal de croiser plusieurs fois la même personne mais n'abusons pas de cet aspect du scénario, il faut varier un minimum la population c'est pourquoi régulièrement Marine créera de nouveaux PNJ qui illustreront les nombreuses ethnies et créatures extra-terrestres qui peuplent la ville. Ces derniers jours Marine a travaillé sur l'optimisation et les animations de ces quelques nouveaux PNJ. Il y aura aussi quelques robots délirants. Les habitants d'Hover City gagneront en variété au fur et à mesure du développement.



En ce qui concerne les environnements et mon travail, nous avons constaté que la technique que j'utilisais pour créer Hover City était une technique mal optimisée pour Unity (le moteur du jeu) et qui était très limitée d'un point de vue graphique. Depuis plusieurs semaines, je suis en train de développer une nouvelle manière de concevoir les environnements et j'espère qu'elle permettra au jeu d'être mieux optimisé et plus fluide. L'avantage de cette nouvelle technique, c'est que je peux grandement améliorer les graphismes. Je suis donc en train d'améliorer les modèles en les enrichissants en détails, j'ai créé de nouvelles textures afin de varier beaucoup plus les ambiances. Pour le moment c'est à un stade expérimental, je fais des tests et je ne suis donc pas en mesure de faire des promesses ni même de vous montrer les nouveaux modèles. Je ne voudrais pas créé un enthousiasme trop grand et vous décevoir par la suite. Chez Fusty Game on prefère travailler et faire les promesses une fois que le travail est fait :P 
Je vous montrerai des screenshots dans quelques semaines je pense. En tout cas si ma nouvelle technique de travaille s'avère efficace sur le long terme, attendez vous à pas mal de changement concernant Hover City !

 

J'ai aussi écrit quelques nouveaux textes pour les éléments à scanner dans la ville qui vous en apprendront encore un peu plus sur l'univers du jeu. Pour la version finale d'Hover, j'espère écrire des TONNES de textes xD le but étant de pouvoir scanner tous les objets de la ville et d'avoir énormément d'informations sur l'histoire, les personnages, la ville, les technologies. J'adore écrire ces petits textes mais mon travail sur les environnements d'Hover City me prend tout mon temps du coup le codex du jeu sera enrichie au fur et à mesure du développement.
 

Je travaille également la communication concernant la sortie de l'alpha sur Steam. Je prépare les visuels et les textes descriptifs. Je ne vais pas vous mentir c'est un travail qui ne m'amuse pas du tout mais en tant que petite équipe, nous devons tout faire nous même. Cela prend un certain temps également car ce n'est pas mon domaine de compétence. 

 

A ce sujet l'alpha publique arrivera en mars et non en février. Dés que nous nous serons fixé un jour précis, nous ferons une grande annonce sur tous les réseaux sociaux.

Nous espérons également réaliser de nouvelles vidéos making of mais une vidéo nous prend plusieurs jours de préparation et nous sommes obligés de demander à des amis de nous prêter leur caméra tout ça est un peu compliqué. En plus nous n'avons pas de local de travail, nous filmons chez Marine et moi, c'est très petit et souvent en bordel, pas très pratique :P !

Nous aimerions aussi faire une nouvelle bande annonce pour présenter les nouveaux modes de jeux mais là aussi le temps nous manque. Nous en ferons surement une au printemps quand le jeu aura bien avancé.


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#2 Vinci

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Posted 10 February 2015 - 01:20 AM

Translation of the above:
 
Following the Alpha release, Pierre spent a great deal of time fixing bugs and improving the quality of the online game. Tearexx has been in charge of forwarding Pierre's progress, getting your feedback with the goal of improving the mechanics of the game.
 
He (Pierre) has also been working on game modes and levels and has been tackling new features, including the option for players to have game tags. The implementation of the tags has not been lightly, as they demand a great deal of intellectual consideration. They need to easily and fluidly assimilate with the dynamics of the game, a no brainer to players and of course hold a meaningful trait in the gameplay. We are basing our train of thoughts on having tags grant bonuses to players, as well as being decoys against secuboxes. Pierre has been relentlessly testing all aspect of the implementation for a perfect cohesion with the game. Many of you wish to create your own tags. However, it has been no walk in the park. Pierre needs the appropriate tool to edit the content; something that would take away from much more pressing matters that require our immediate attention. In addition, there are concerns over the inevitable abuse of tags by some players, ruining the fun experience for others. Therefore, having not addressed such issues, it would be impossible for us to consider that feature for a console release. Jet Set Radio enabled players to create tags with many tools at their disposal in a secluded, solo setting. However, considering the multiplayer aspect of Hover, we need to thread carefully to avoid profanity or abuse, highlighting the challenges of having tags in a community.
 
Finally, Pierre has been working on the animation and particles for an enhanced and better gaming experience.
 
Marine is currently designing Veelan, who is ultimately going to be the next playable character. It is demanding work so she doesn't have much to say right now :P . she is also creating newer NPCs to populate the city.
 
1423525623-pnj.png
 
As you have probably noticed by now, cloning is the new fashion statement in Hover with a replica of many individuals in the populace :P . It would definitely be a huge turn off constantly coming across identical characters in the city. As such, Marine has been concentrating her efforts on filling the city with various ethnic groups as well as extraterrestrial  beings. She has also been working on the animations of the newly created NPCs. You are sure to encounter very hilarious robots. The melting pot of inhabitants that Hover is will continue to increase over the course of development.
 
On my end, we came upon the realization that my method of virtualization using Unity (game engine) was limited in a few graphical aspects. Therefore, I have been focusing on newer techniques to enhance the graphics and render them a lot more fluid. I have been particularly focusing on the details in graphics, textures, to cater a fun and enjoyable mood. It is  currently in an experimental phase. So I'm not ready to make any promises or provide you with teasers. I wish not to get your hopes up, then disappoint. At Fusty Game, we'd rather make promises only when we are ready to back it up :P . I will be ready, however to show you a few screenshots in the upcoming weeks, I hope. If this new artistic technique does succeed, prepare to witness a considerable and positive change in Hover.
 
I have also contributed to new elements to scan in the city, resulting in a better understanding of the gaming universe. My ultimate goal for the official release is to have TONS of objects around the city that can be scanned; providing a substantial amount of information: historically, technologically, civic and character-centric-wise. I'm quite passionate about writing new texts to scan, however my focus on the environmental aspect of Hover City has been baring me from pursuing such endeavor.
 
I am also working on promoting the Alpha release for Steam. I've been putting together visuals and graphical arts. To be completely honest with you, it has been quite difficult having such a small team and considering that it is not my area of expertise, it has been taking quite some time.
 
Taking all that into consideration, unfortunately, the Steam Alpha release might come in March rather than February, later than previously expected. We will however make sure to let the word out on all social media once we are ready to launch. 
 
We are currently considering adding more "Making of" videos to our arsenal. It has, indeed being time consumming in addition to chasing down a few friends in the hope of acquiring a camera. We don't currently have a studio for that. We have been doing the videos at Marine's place, which is quite messy and far from practical  :P
 
We plan to make a promotional artwork, introducing the new modes. But as you've probably guessed, time is currently our greatest adversary. We will certainly make one this spring as development progresses at a much more stable pace.

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#3 Xankriegor

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Posted 10 February 2015 - 09:30 AM

10/10 Perfect idea. Not sure if we are supposed to ask further questions / ideas but OH WELL.

 

  • On the Idea of tags, i think a custom editor would be cool but with a very low priority. As for keeping unwanted tags out of the MP, a report buttom for the tags might be the best way to go. because IF noone is offended, why block it?
  • On the NPC matter, you might want to consider putting highpolier models for when players are near the NPCs in... Right now the polycount is kinda low, not really a problem but I remember someone pointing that out...
  • Also, the "It would definitely be a huge turn off constantly coming across identical characters in the city." part. Of course there are going to be way more alien races in the city later on, but wouldnt it be cool if those had different colors? There already is the whole colorselector ingame, so why not make that possible (And - if we are going full insane on the ideas - it might make some infiltrationmissions in the skin of an NPC possible. Cloning bruh.)
  • Hype for graphics. Not really having a clue what the plan is but yolo
  • If all the stuff can be scanned, make it take longer / some other way to not make running players scan stuff while they hold scan to look for other players. Maybe only allow objectscanning while being still/slow....
  • On the Steamrelease matter: Duh, we already have screenshots for it, Mephisto and me did those :cheekywata:

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#4 Kod

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Posted 10 February 2015 - 02:04 PM

Hi Xan !

Effectivement on peut créer un outil d'édition limité pour les tags mais comme je l'ai dit ça prendrait beaucoup de temps à Pierre et il y a d'autres priorités pour l'instant.

Pour les NPC, plus ils seront chargés en polygones, moins on pourra en mettre dans les rues et le but est de donner un maximum de vie un peu comme jet set radio l'avait fait à l'époque (et ses NPC avaient très très peu de polygones). Cependant il est vrai que certains NPC sont mal optimisés et Marine est en train de peaufiner ça pour l'alpha publique.

Pour les éléments à scanner il y a effectivement le problème que tu cites... nous réfléchissons à une bonne manière d'intégrer tout ça.

 

Pour la page steam je pense que nous emprunterons quelques screens que toi et d'autres membres du forum ont fait :) Il y en a des très beaux alors continuez à en faire c'est toujours un plaisir ! N'hésitez pas à en faire en multijoueur si vous avez le temps de vous réunir :)

---------------------------------------------------------------------------
Hi Xan !

yes we can create a tool to allow custom tags but as I said it would take many time and Pierre has other priorities for now.

Concerning the NPC the more they will have polygones the less they will be numerous in the streets. Our goal is to give the maximum of life we can, like in JSR did (and its NPC were really low). However some of them are not well optimized and Marine is working on refine this for the public alpha.

About the things to scan there is this problem yes. We are thinking about how to fix it.

Concerning the Steam page I think we will borrow some of the screens you and the others members of the forum did :) Some of them are really beautifull so keep taking some screenshots, it's allways a pleasure !
Don't hesitate to take some on multiplayer too if you have the time to meet :)


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#5 Xankriegor

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Posted 10 February 2015 - 05:15 PM

Nice to hear that, would be happy to make more screenshots/videosnippets if you tell us what to do!

Also would it really be that much of a framerate killer if the NPCs had a LOD like the playercharacters (not in polycount but rather a higherpoly model for like 5 meters distance)?

Also again, this is exactly what I said in earlier posts what I would like to see/hear, thanks for the response~


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#6 Zezz0

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Posted 11 February 2015 - 11:42 PM

So Just out of interest, when the Kickstarter was still going stretch goals included hoverboards and grapple hooks, and I was wondering, would this still be possible to implement in game, even if only at a later stage as some kind of dlc?



#7 Kod

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Posted 11 February 2015 - 11:49 PM

Pour le moment notre but est de finir tout ce qu'on a promis dans le kickstarter et de réaliser le mieux possible les goals qui ont été atteint. En étant seulement 3 développeurs, ça sera déjà merveilleux de réussir à faire un jeu propre, fun et complet. Si nous avons encore du temps après cela, peut-être que nous développerons de nouvelles features comme l'hoverboard.

 

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Right now our task involves defining the promises made during the Kickstarter and implementing, to the greatest of our abilities the stretched goals that were reached. Being a team of 3 developers, creating a proper, fun and complete game is already amazing on its own. As we move along the way, with the time we have on our hands we will develop newer features such as the Hoverboard.


Edited by Vinci, 12 February 2015 - 06:37 PM.
Translation.

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#8 Kedi

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Posted 14 February 2015 - 02:18 AM

Pierre just added my new NPCs in the game ^^ well, it's still "developers only" for now so I made you a short video :)
Hope you like them :)



He also started to work on swaping colors on NPCs. It's still a bit flashy but he will work on that ;)

1423880055-swap.png


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#9 Spengrantest

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Posted 14 February 2015 - 04:49 AM

Those look amazing! I can't wait to see them in game!

#10 tetsuko_

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Posted 14 February 2015 - 07:00 AM

Small character is cute. :wub:  I'm looking forward to that can see it in the game.


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#11 Kod

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Posted 18 February 2015 - 10:48 PM

Salut !

Pas grand chose de nouveau à vous montrer aujourd'hui alors je vais faire un petit effort en vous révélant quelques extraits des nouveaux modèles 3D et textures pour les environnements. Je vous montre ces deux portes qui sont les tout premiers modèles que j'ai refait. Vous pouvez aussi apercevoir sur l'image de droite une borne LocaBox qui servira plus tard dans le jeu à louer un appartement dans la ville.

 

English version ;

 

Hey there !

 

I didn't have much to show you today so I'm revealing some of the new 3D models, textures and environments. I'll show you these two doors which are both models that I remade. You can also see on the right picture a Locabox post which will be used later in the game to rent an flat.

 

1424299046-double-porte.png

Vous remarquerez qu'il y a des socles un peu étranges devant chaque porte et la borne Locabox. C'est parce que dans Hover City les habitants sont fainéants et Lazytech en a profité pour créer un système de téléportation (très instable) qui permet aux habitants d'entrer chez eux sans avoir à se fatiguer en ouvrant manuellement la porte ou en montant les escaliers ! Plus tard dans le jeu les E-Cop pourront utiliser les teleporteurs pour poursuivre les gamers plus efficacement (c'est encore en discussion il faudra que Pierre fasse des tests).

 

Pour finir une petite image qui fait la comparaison entre le graphisme des portes dans la version actuelle du jeu et la très grosse mise à jour graphique que je suis en train d'apporter à la ville.

 

You'll notice some peculiar doorsteps in front of each door and Locabox. It's because Hover City's inhabitants are lazy and Lazytech used this opportunity to create a (very unstable) teleporting system which lets people go back to their home without manually opening their door or get up the stairs ! Later in the game, E-Cops will use these teleporters to follow gamers more efficiently (we're still discussing this and Pierre will need to do some testing).

 

To finish, a picture which compares the two graphics between the current version and the next big update I'm preparing for the city.

1424299047-before-after-porte.png


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#12 harrisonosirrah

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Posted 19 February 2015 - 12:15 AM

Can't wait for the next big update. Interested to hear more about these Locabox. Only thing is, the letter above the door appears to be a backwards P. Is this a mistake?


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#13 Kod

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Posted 19 February 2015 - 12:31 AM

Yes, "P" for "Private" And damned! it's backfaced, i will fix it, thanks ^^


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#14 Chauncey

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Posted 19 February 2015 - 02:03 AM

wow so hype gosh such flat

Can't wait to have my own digs. The new textures look great! :happygreendy:



#15 Brownnf23

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Posted 19 February 2015 - 02:05 AM

This is cool :D What really interested me was that players will be able to rent these buildings. Can't wait to see this big update!



#16 Kod

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Posted 20 February 2015 - 08:50 AM

Salut !
J'suis d'humeur généreuse, je vous montre un morceau des nouvelles routes :)

 

 

1424421839-route-pour-forum.png

Pour le reste du développement, toute l'équipe continue son travail respectif.
Marine continue son travail sur les PNJ (pour que chaque PNJ puisse avoir des couleurs de peau et de vêtement différentes) et elle reprendra la modélisation de Veelan juste après. 
Pierre continue d'améliorer le contenu (gameplay, missions et interface) qui était présent dans l'alpha privée.

Si vous avez des questions n'hésitez pas ;)

 

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Hi!

I'm in a generous mood. Take a peek at pieces of the new routes.

1424421839-route-pour-forum.png

 

For the rest of development, the entire team is keeping up with their respective tasks.

Marine continues her work on NPCs ( for a variety in color of skin and clothes) and she will pick up Veelan's design right after.

Pierre continues updating the content (gameplay, missions and interface) which was present during the private Alpha release.

 

Don't hesitate to ask, if you have any question.


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#17 Mephisto

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Posted 21 February 2015 - 12:39 AM

that road looks beautiful. like, i know it's just a road but it does look very nice indeed. i'm so pumped for the steam release!!



#18 Xankriegor

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Posted 21 February 2015 - 01:40 AM

that road looks beautiful. like, i know it's just a road but it does look very nice indeed. i'm so pumped for the steam release!!

 

Why. I thought pretty much exactly the same thing, hax. Also this screenshot somehow reminds me of borderlands i dont even know why...

Also on that matter. Long highway, with things on top going over it... AND WE CANNOT GRIND ON THEM? (thats how it looks at least) I cannot possibly be the only one remembering that awesome traintracks moment from air gear episode 1...


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#19 Mephisto

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Posted 21 February 2015 - 02:30 AM

oh yes. the first vision of the wind/sky road or w/e it's called. that was awesome. they've probably got some plans to give us more sweet grinding spots in the future. I can't imagine a city of hover's complexion, with all those pipes and ledges to not have some awesome trick spots.



#20 Chauncey

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Posted 21 February 2015 - 05:24 PM

Ooooh, man. I love the expansive feel of that. Can't wait to 'live' in the city.






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