In the middel of next week they Said! I Think it's fair to assume there's no news here! Unless you can tell me that the game has been submitted to apple and is currently under review!!??
Relax, Kbom, no need to get angry.I'm excited as much as you are (if not more) about this game, but I dont spam the thread without reason . They said they are going to post this week, and this week isnt over. So they missed a promised date, big deal. I got a feeling that this game is going to be a strong contender for GOTY and dont mind the extra time there taking to polish out the details. Anyway, its not like their studio is called Ossian or something , so I believe I'm going to play this game by the end of the year. Cheers.
so will the 3rd person aspect be implemented early?...i sure hope so ...it will set this game apart from the rest of the 4x/rpg/"vast" galaxy games coming to IOS....being a hardcore space fan i would grab it anyhow...but it wouild make a great difference to me if it were both early!
Oh i didnt mean to sound angry at all, I apologies for that. Haha....I'm seriously starting to doubt that TSS will ever be released, though they did say it would be this year....but we will see, the year is not over yet, so they can still reach to keep they third promis, third time is a charm right? Anyway, as mentioned before, I did not mean to sound angry, I was just really hoping for an announcement this week, maybe next week then? Only time will us hopelessly lost (speaking for my self only) dangerous: null space fans.
Sorry, guys. Didn't mean to leave you hanging. We're feeling pretty good about submitting the game soon, but rather than make the same mistake three times, I'll just post when it happens.
Thanks for the update. Please don't take this wrong as I really don't care about the delay because I have a ton of backlog games to play but i think the info below is something to think about. I realize I am just a dumb end user and do not know what it takes to produce a game so my opinions are biased as an end user . I don't think being late is a big issue. It is lack of communication as the stated day passed by that is probably the part that would cause frustration. A simple post a few days before the stated time or even the same day as last resort would have at least let everyone know what is going on. I do realize you were probably very busy trying to get the game finished and didnt think to check this thread because of it. I think most sane people understand that things come up but a little note would go a long way. Maybe even give some insight in to why it was delayed like QA took longer, a bug in a part of the game took longer to squash, etc. I think in general people that feel connected with the developers are happier with their game. Still looking forward to the game.
Excellent points! We were too focused on testing and balancing, and forgot to keep our fans in the loop. Lesson learned. On a positive note, we are happy with the way the dialogue system works. Like Mass Effect's version, it allows for the player to investigate further if so desired, and permits meaningful choices to the player. In addition, since our mission and dialogue tools are web based, it may open the door to allow players to help us create new missions easily. After release, we'll look at ways that that could happen.
We gave an in-depth interview to iFanzine, so avoid this if you want to discover the game completely on your own. http://ifanzine.com/interview-dangerous For the rest of you, it offers a glimpse into the various systems like factions, skills, and some background on Binary Helix.
I've always been a fan of Autoduel (http://en.wikipedia.org/wiki/Autoduel). Also would be interesting for a car-based living world sandbox RPG type of game in a post apocalyptic setting with first/third-person shooter elements. But of course, this is getting way ahead of ourselves. As usual.
I hope this newfound silence is do to development finishing details. Though I would like to know how close to you are to submitting the game?!?!?!!! I'm sorry for being such a pusher, but I'm really exited about this game! I think this game is one of the best ideas I've heard in a very long time!
Hey, no worries, Kbom. We really do appreciate your support! We're getting very close. Please be a little more patient since we want to make sure the game lives up to your and others' high expectations!
Oh please do take your time, I'd really do rather wait for a top polished game then buying a game that feels somewhat undon, so I'm glad to hear you would not just release the game on your fans behalf but wait until you feel it can live up to our expectations. It makes me even more exited About it
Just wanted to give a quick status update: We've improved the camera by making it lag a little bit behind the ship when you're flying manually, so it doesn't look so stiff. Flying manually feels more natural now. We're also tinkering with metallic shaders and an actual light source on the star, and wow, it really adds something special to space. It looks even better when the ships are moving. The light also gives the ship models more volume. I'm pleasantly surprised that the iPad1 seems to handle the light source OK; slightly sluggish at times on the 3GS but still playable. We'll probably add a configurable option for those who want to turn it off and opt for pure speed. Note that this is not the final way it will look (we still have to tone down the light source and tweak the metallic shaders a bit), but I wanted to show you the progress:
Love the ship design (and you guys for developing the game) However, the interface seems VERY busy and complicated. Perhaps you could add a filter to cycle through ship functions and HUD indicators?
If the shadows follow the star as the light sorce that would be a nice addition. Thanks for the update. Is that an iPhone screenshot or iPad? Judging by the button sizes I assume it it for the iPhone.
Looks amazing. Really can't wait for this gem to come out. Call me crazy, but something about a cluttered interface (but not too cluttered.See: Dungeon Defenders First Wave) resonates with my brain. Dont know, maybe its my geeky subconcious. But I have some concerns (apart from the release date ofc ). Seeing as this is an iPad screenshot, I hope that the screen won't be too cluttered on the iPhone (See: Dungeon Defenders First Wave). One question-are these icons placeholders or the real deal? Because IMO they don't go well with the whole feel of the game. Some transparent icons in dark blue/green/red would be good. Different color for different types of weapons and utilities. Anyway, the ship design is nice and the whole game gives off a certain EVE Online vibe. But I'm guessing that was the whole idea from the start . (casually looks to the side and acts natural)-Any plans for a beta test and/or submission this month?
Thanks, it's great having fans that care about the game as much as you guys! I have a solution in mind: each section will have a label that you can tap to show or hide the UI buttons: Contacts, Autopilot, Active Modules We'll have to do some usability testing, and this may not make it in until after release though. Also, while it does look a bit busy, I've found that when the ships and your background are moving, it is barely noticeable. It's nice having all the frequently used controls at your fingertips, but it's also nice to see the purdy ships and stations unobscured, too. Combined with the space particles, lens flare, and engine trails, it has a good immersive feel. The light comes from the star, so the shadows are "correct". It's an iPad 2 screenshot. We have plans to replace the buttons with a better sci-fi look, but again, it may not make the release. But rest assured that this is definitely one of the first things we update even if the game sells 0 copies. By the way, we're working on the finishing touches on the story and dialogue to make it as epic as possible and ensuring that choices matter. I hope you all will find the story as compelling as I do. It's not your typical epic story and has elements of sci-fi interwoven through-out (naturally).