OpenXcom Forum
Contributions => Offtopic => Topic started by: Arhaeus on March 28, 2018, 06:07:36 pm
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For all those awaiting a Terror from the Deep-like game, we just launched:
http://www.terran-shield.com/
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I've checked the gallery first and I must say, I am really buying into it. It looks very pretty and gives a "medium school" feel (I mean something like the UFO series, as opposed to old school X-Com and new school XCOM).
Gotta say though, the aliens look extremely cute and non-threatening. ;)
I wish you great success!
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Looks really neat at a glance! I can't say anything about the game mechanics but I already want to dive in and explore these places!
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Thanks for the appreciations!
About Ka-Um-La there is a reason for it to seem less fierce, to lull the player into a false sense of security and superiority in the first missions. A hint of the horrors that await him in the depths can be seen in the first screenshot on the site, The Abyss.
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Thanks for report ! It seem to be cool 8)
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I couldn't find system requirements anywhere. Probably heftier than I've got at the moment, but would be good to know.
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Wow! Seems like a good game! Keep up with the great job. ;D
Enviado desde mi Blade A510 mediante Tapatalk
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Terror from the deep is my favorite games of the franchise, im sure imma follow this project, thanks a lot for sharing :D
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We will post the system requirements when we'll reach the beta phase, we are too early in the development now.
Here is one of the special views of the aquanauts, the electrosensors view:
(http://)
In the final game the view will be restricted to the area near the aquanauts or the crab-drone scouts. Nevertheless it is impressive and it looks great in the game, with all sort of sparks glowing all over the place.
You can note that the alien UFO is absorbing the electric current and so will be some alien types, making them easy to spot.
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Indeed it looks very... shiny. :) Pretty!
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Realistic vision-enhancement technology? Color me impressed! That's one thing I want to see more of in games!
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We have now a FAQ page, more answers will follow soon: http://www.terran-shield.com/faq/faq.htm (http://www.terran-shield.com/faq/faq.htm)
And you can also subscribe to our newsletter page here: https://community.terran-shield.com/newsletter/ (https://community.terran-shield.com/newsletter/)
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Ud'Glee
Reaper, killer, monster!
http://www.terran-shield.com/game/aliens.htm (http://www.terran-shield.com/game/aliens.htm)
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Our first pre-alpha sequences: https://youtu.be/PqulgmzZcOM (https://youtu.be/PqulgmzZcOM)
The 2D sonic gun model is there, too.
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We launch a series of gameplay story-driven demo episodes with the new game features as we implement them. Enjoy!
https://www.youtube.com/watch?v=fp8kidWB3AQ
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Starting today we will stream some live level building and game-play sessions for the fans. We will do maybe also some live 2D character design and 3D modeling & animation, music compose, blueprint and engine programming sessions.
We will be live on our Facebook page here: https://www.facebook.com/terranshield/
And the main stream will be on our Twitch account: https://www.twitch.tv/terran_shield
The schedule of our streams will be posted here in advance: https://community.terran-shield.com/community/topic/level-building-and-game-play-streaming/?part=1#postid-12 (https://community.terran-shield.com/community/topic/level-building-and-game-play-streaming/?part=1#postid-12)
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The entire The Lost Shrine of UM game-play trailer is available now!
https://youtu.be/6GMZ6v2_WUo
Stay tuned for the intro trailer and another game-play sequences.
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Neat! Thanks for linking it here! (I'd never see it otherwise.)
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Our Trailer that contains a part of the game intro: https://youtu.be/ytuvPGKWAR0
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Our short trailer with some new weapons, effects, the Ud’Glee 3D model and the first message from the alien leaders for humanity.
https://youtu.be/ayLRUHAh5KY
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The Terran Shield Kickstarter crowdfunding campaign will start on March 12 this year.
Until the campaign start, you can purchase the promotional The Terran Shield limited edition package at 15$ with 25% off from the retail price, from our site:
http://www.terran-shield.com/pledge.htm
We also updated The Prophecy trailer with another alien’s message that we intercepted just prior to the Borneo Island attack.
https://youtu.be/Nv2CCbDoxqo
You can read a large interview about the game here:
http://techvibe.ro/terran-shield/2/
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I like this! Thank you for sharing it! ;D
Enviado desde mi iPhone utilizando Tapatalk
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Our Terran Shield alpha demo 0.2 version is available for the public: https://drive.google.com/open?id=15BkAd8YTVxMcNjzNexaXc-OgI8WVxGyj
There are still a lot of things to do, but the important thing is that the essential game core mechanics are working. The combat is fast, brutal and unforgiving.
We have already implemented the difficulty levels to develop the game from the beginning at a different intensity and challenge for each of them.
Currently, the AI is simple and direct, without any planning or teamwork, but it will evolve towards a much more complex one, as it should be.
If you want to help you can report bugs and gameplay issues here or at terranshieldalpha@gmail.com.
The next step will be to implement some user-friendly features and to polish a little more this alpha demo for the crowdfunding campaign.
We are still using the 4.192 UE4 version, but after the campaign will jump to 4.22, or 4.23 if it will be available in order to unlock some powerful new feature as Niagara effect system or other experimental and amazing new tools.
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The Terran Shield Alpha version 0.22 is available now to play.
https://drive.google.com/open?id=15BkAd8YTVxMcNjzNexaXc-OgI8WVxGyj
New features:
- the tutorial panel
- movement area
- ui sounds
- footsteps sounds, enter in water sounds
- centre on action on alien turn
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I'm aboard the hype train now
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Looks like it could be quite cool. I look forward to seeing how it develops. 8)
Minor quibble on the website: The title of the webpage seems to be just "home" .. would look a little more professional if someone tweaks that. :D
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The name of the page "Home" it is commonly used, if you had another title in mind we are open to change the name.
While the material for the campaign is polished, the concept work for the game goes on.
https://twitter.com/ShieldTerran/status/1158412057429127168?s=20
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Terran Shield crowdfunding campaign on Kickstarter is launching on September 3rd 2019.
https://www.facebook.com/watch/?v=647426929099648
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Our Kickstarter campaign is live:
https://www.kickstarter.com/projects/419885320/terran-shield-edge-of-the-abyss?ref=discovery&term=terran%20shield
We hope you find something to your liking on our page. And as usual, spreading the word helps! Thanks.
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Sorry for being honest, but i think you should work more on your game before trying to kickstarter it.
Currently trailer shows that your game is in very alpha state.
You are aiming for higher goal than Xenonauts 2, which looked much more finished when they made their kickstarter:
https://www.kickstarter.com/projects/69341191/xenonauts-2-strategic-planetary-defence-simulator
Also, they had large community from Xenonauts 1.
I really doubt you will manage to reach such high goal.
Also, why so many stretch goals? I counted 7 stretch goals over 780K - which is more than Phoenix Point have got on FIG funding ($765,948).
Sorry, but at this state i doubt you will get more than couple thousands.
Anyway, good luck!
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It is in alpha indeed. We need a lot of work on the graphics. We work hard to have a functional game mechanics based on TU and also to have a 3D level design with hight and destructible environment. We succeded and that can be seen in our demo.
Xenonauts it is not a full 3D project so they have a different budget for development.
We need those stretching goals in order to have those assets implemented in the game. We have to be honest with our backers. Even with the salaries of Eastern Europe, it would be impossible to have a polished game with less than 100k.
Phoenix Point doesn't have a tactical map with hights, they didn't have a demo ready at the launch of the fig campaign, they had 765k from the campaign, 100k/month from preorders and still they needed the 2,2 mil from Epic in order to finish the game. They make the game in Bulgaria with similar salaries to Romania.
Imagine how difficult was for us to make a functional demo, with virtual 0 development money. If the community will support us, we will make the TBS that the community dreams of for all these years.
Another advantage will be that we will make the game together with the community as Goldhawk Interactive does with Xenonauts.
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Hello,
I'm not saying that you want too much money for what you want to implement. I'm just saying that IMHO there is zero chance now that you will get it.
Xenonauts had community and more impressive demo / trailer.
Phoenix Point had Jullian Gollop name behind it.
I think that what you have now is not enough to convince people to fund your project.
Maybe you should concentrate on doing one map, one alien, one weapon but make it look impressive.
Maybe you should consider other ways of funding for now. For example patreon. And slowly build community.
Release demos often, etc.
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You are right.
We will concentrate on polishing what we already have.
Even if the campaign fails, we hope that we can form a community and a more convincing campaign afterwards.
Thanks.
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Regarding the polish thing, the death animation in Phoenix Point to date (after all those development money) is worst than our animation.
https://youtu.be/qQYwJW9fUg0
https://youtu.be/1q5KfreGneY
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IMHO you should work on materials and lightning. In this grenade video everything looks too shiny, even ground and grass.
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I can't speak for other people, but the thing that drew me into this project was the thought of undersea exploration. I know I may be in the minority here, but the graphics quality is less important to me than the content within those graphics. If you can pull off an exploration scenario and it grabs my attention, you wouldn't need it to look perfect the first time around. Just the abyssal darkness of the sea combined with the occasional lights glowing in the distance and the ethereal mystery of the sea environment--strange plants and growths, bright colors, and hidden secrets all further mystified behind the glow of dim lights which taint the reflections of the things around them with their own color bias. With the right environment and a few well-applied shaders, you can skip past the high-polygon detailings and the wealth of details to come. In fact, secrets are great for a startup game because it means you can hint at things you haven't yet put in the work and money to design past the concept stage.
I like your gecko alien thing and I'm very curious to discover more about them. A big driver of that interest is the air of mystery about them. One tip I'd have is to make their guns look less like fancy guns and more like some alien device with no obvious purpose. A bit of obfuscation can enhance the air of mystery, and make the geckos even more tantalizing to the viewer.
But as always, that's just my opinion and may not reflect the opinions of others.
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We relaunched the campaign with a lower goal and hope for the best. We have a new trailer and campaign page content.
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0
For the latest news and dev talks, you can follow us on our Discord server: https://discordapp.com/invite/kEErsjp
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Very nice!
I've also felt this project has lots of great graphical assets, but the sound design is what's currently lacking the most.
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The sounds don't sound great on the trailer and in other videos, but when you play the demo they are doing their job well. In fact, if you take the sounds from X-Com 1,2,3 they wouldn't be so great on trailers too. Of course, the sounds and music will be improved in the final game.
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Before we provide an update on the aliens, we thought we'd reveal something more about the Jellyfish Sentry.
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/posts/2637020
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mm I like it :drool:
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An update on aliens.
Attention Spoiler!
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/posts/2639115
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DAMM, SON! We need to bring bigger harpoons, then!
Enviado desde mi LG-M400 mediante Tapatalk
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Almost all aliens are much bigger than humans, not only from a lore perspective, but because in 3D the things in the far distance are very small and the player would have difficulties distinguishing and targeting them.
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Our backers wanted us to take a stand on the exclusivity distribution matter, so we did:
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/faqs
"Q: Will Terran Shield be available exclusively on Epic Store?
A: We will not make an exclusivity distribution contract with any third party (be it Epic Store, Steam, GOG etc.) in the future. Our game will be always available for sale on our site and we believe that people should be free to choose where they want to buy their games from."
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Update - The Defender Hovercraft and some Air Force combat vehicles:
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/posts/2651373
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Ud'Glee in action:
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/posts/2663370
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Cool! But I believe you will have hard time competing with Gollop's newest game, Phoenix Point, which is also based of Terror from the Deep, unless you get some distinguishing feature, like say time traveling aliens and base whole gameplay around time travel, or maybe Star Trek style setting. Otherwise your game will be greatly overshadowed and could go unnoticed - it is hard to compete with Gollop himself ;-)
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Cool! But I believe you will have hard time competing with Gollop's newest game, Phoenix Point, which is also based of Terror from the Deep, unless you get some distinguishing feature, like say time traveling aliens and base whole gameplay around time travel, or maybe Star Trek style setting. Otherwise your game will be greatly overshadowed and could go unnoticed - it is hard to compete with Gollop himself ;-)
I don't think that's really true. Firstly, Phoenix Point is (very loosely) based on X-Com as a whole and not TFTD in particular; much to the contrary Phoenix Point will play more similarly to UFO Defense or XCOM Enemy Unknown. Secondly, Phoenix Point is much further along in its development. It's not unlikely that by the time Terran Shield comes out, people will already be tired of Phoenix Point. And finally, neither game is going to pull in a very large following, at least no so much that they really have to worry much about competing with each other.
It's a good point to consider, but I personally don't feel that there will be significant competition between the two. However I could be wrong.
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Phoenix Point is (very loosely) based on X-Com as a whole and not TFTD in particular;
They even have the iconic Lobstermen aliens! Also, Gollop's game looks much closer to the original XCOM, than the Firaxis ones, although a bit too realistic for my liking. Original XCOM games had that comic book charm.
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The Poseidon Cave bas-relief is a fictional representation made to fit the game’s background and lore, but the images which inspired it are very real and ancient. They make us wonder if we really know our true past, history, origin...
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Here is the playthrough of our alpha demo on Superhuman difficulty level, with live commentary and explanations. We wanted it to be a loss-free mission, but this time the aliens got Melnikoff with their terrific sonic gun.
https://youtu.be/HRW2anFwquo
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We started an Indiegogo campaign in order to achieve the stretch goals for Terran Shield.
You can support us here: https://www.indiegogo.com/projects/terran-shield-edge-of-the-abyss
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We started an Indiegogo campaign in order to achieve the stretch goals for Terran Shield.
You can support us here: https://www.indiegogo.com/projects/terran-shield-edge-of-the-abyss
Thanks! This solved the issue I had!
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Thanks for the pledge!
Our first inventory model for both Air Force and Aqua Force soldiers. With representation of the spot the soldier has on the map, the attributes, the possibility to switch on the inventory of another team member, the info for selected objects; ground, backpack, belt, right hand, left hand, right leg, left leg, right shoulder and left shoulder slots.
https://imgur.com/w1G4Z5D
https://imgur.com/KM2ZALI
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Question: Are all inventory item bounding boxes rectangular, or do they have more complex shapes?
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The boxes follow the shapes of the objects, so they are in complex shapes. A good thing if you want so squeeze some items in the inventory in the available places.
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The boxes follow the shapes of the objects, so they are in complex shapes. A good thing if you want so squeeze some items in the inventory in the available places.
I think you made something nobody before you ever did: made a complete Tetris inventory. Other gamedev never got further than rectangular boxes. Now somebody has to implement that in 3d. Or maybe as a physics game. You can even release it as a separate game "The Inventory Puzzle": the aquatoids are near; quickly! find that last ammo clip, buried somewhere at the bottom of the backpack (think reverse tetris) :D
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I think you made something nobody before you ever did: made a complete Tetris inventory. Other gamedev never got further than rectangular boxes. Now somebody has to implement that in 3d. Or maybe as a physics game. You can even release it as a separate game "The Inventory Puzzle": the aquatoids are near; quickly! find that last ammo clip, buried somewhere at the bottom of the backpack (think reverse tetris) :D
I so fucking love this idea.
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I don't think it is such a mental breakdown the Tertis inventory minigame. There are much tougher problems to solve in a TBS like managing the limited resources, trying to outthink the AI, etc...
Anyway, the irregular shape items will be in beta and it is up to the testers if they will made it in the final game.
We have a gameplay walkthrough on superhuman with live commentary, explanations and subtitles here: https://www.youtube.com/watch?v=HRW2anFwquo
I've tried a loss free playthrough, but I failed to do it live (even if I new the way the AI handles the battle, it was enough to overexpose the right flank to lose a soldier).
If anyone succeeds a clear playthrough and post it on youtube, we may think of an reward. :)
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Extra inventory space should be almost universally appreciated. There will probably be a few who get irritated by feeling obligated to squeeze as much in as will fit, and would prefer a smaller and simpler inventory. But for every one of them there will be five or more who get mad at other games for not letting you put items into the "empty" squares around items.
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We are excited to share with you the first concept of the Etta-Um alien, with a short description and a scaled representation of his dimensions.
Spoiler Alert!
If you want to discover the aliens only during the game, you may skip the chart below in order to avoid spoilers.
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/posts/2774583
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The Air Force living quarters for now, next the Aqua Force living quarters where the aquanauts will sleep and relax.
https://www.kickstarter.com/projects/terranshield/terran-shield-edge-of-the-abyss-0/posts/2901508
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I love the living quarters! It's looking great! I especially love how it actually has all of the space and things needed for a real living quarters!
My indiegogo contribution was refunded. I'm trying to share funds with you guys but it keeps not working, and it makes me wonder how many others also had their payments refunded or failed to draw and they just don't realize it. Maybe we'd have hit an extra stretch goal. Do you guys have a patreon or something?