I've been checking my spam folder and no email... he sent me a PM to send the email, right? (asking for me to email on "topic Minigore tester") Didn't ask for UDID or anything and I thought if he PM'd whoever would be a beta-tester. I can quote what Santa said in the private message...
It went like this Post on the thread to show interest Santa PM's you Email back with the beta tester subject so they have your email Email from the devs asking a few more questions You email back the answers They have said that they are looking for a wide variety of people so they are probably giving everyone a chance to respond, looking them over, then they will let us know in the morning by emailing everyone
Santa is buried in letters and it is more than six months to Christmas! It is time for him to rest for a while now only to get right back to work tomorrow. The testers among all of you enthusiastic folks who received the information e-mail will be picked early next week! Santa's list is getting crowded and he must inform you there is no room for any more candidates. If the situation changes, he will certainly share the knowledge with you!
Minigore concept art for tonight: Old man Tackle is hungry, he's had no luck with the fish for days and might consider some other options soon... something with a blue hat perhaps VegantTnT wanted to see some more stuff from Hardgore PS3, so here's a pair of images: Above is a shot of the test level in the prototype, this is how ugly games look at the early stages of development But it's ok for testing different gameplay scenarios and the idea is that you don't go running off creating assets until you have a solid gameplay base that will not change drastically. If you do it in reverse order by creating expensive assets first you might end up with a big pile of stuff that never gets used. (and costs a fortune) For example: imagine an animator creating 20 swimming animations that take 2 months to animate and after that the game director decides the player character doesn't swim after all. Ouch! Thanks again everyone for the support!! It gives so much motivation I'm still working and it's way past 3 am here Best Regards, Timo
I really like the octopus fisherman. He seems pretty grumpy, and with a no fish I can see why. Just from the pre alpha build I have already figured out how I would go about dispatching of those bad guys. I think the truck area to the right needs a building off some kind in the open area inside the fence. There are a lot of enemies so I think I would end up in a huge firefight
Ahhh i cannot wait i cannot wait i cannot wait (feel free to continue with your reasoned discussion) i cannot wait! Pretty please continue developing HardgorePS3 EDIT: No, they had started development of the title, but have put it on the back burner for now, so to speak.
Sweet, looks like im in for testing. Please tell me that same level of gore and humor is in Minigore.
Did you hear back that you were selected? Just receiving the info email and replying does not guarantee a spot. Santa said they are actually selecting the testers early next week...I'm sure all of us potential testers are excited as well
I really hope we all get to test I know that's unlikely. These games are an instant buy for me regardless!
Are you guys concerned that maybe your joysticks are a bit small? Big problem I've had with virtual joysticks is that it's hard to see them under your thumbs cause all that's moving is the joystick themselves, as opposed to something like a Zenonia d-pad or iDracula control wheel where the entire control depresses or turns, meaning you can see some time of visual fedback despite what part your thumbs are covering up? Has it worked well in practice?
it's possible that those sticks are there to show you where your thumbs should be. That is, The actual control area may be larger and invisible. Those sticks may be there to show the user where dead center is and show where the virtual control stick is relative to dead center. When you are lower in that invisible control area I was talking about. Just a guess cause you are correct that actual sticks of that size would not hold up in fast and frantic gameplay
I have been waiting patiently all day, and I have yet to receive an email. I have a comcast email account.
Santa said that they are going to review all the info that was sent back and pick the beta testers next week
Timo, Might I ask, Roughly how many polys would be in the average scene? It doesn't appear to be very many, so that would mean excelent FPS right?