Have you seen Nmn's workshop? I think the ratman and hindring might fit Ashes' aesthetic for mutants.
Re: Re: (WIP) Ashes Afterglow- Team Assembled
Posted: Sun Sep 13, 2020 11:11 pm
by Captain J
I WOULD like to see The Hindring as Spectre replacement. But not invisible, instead it's nimble and quicker.
Re: (WIP) Ashes Afterglow- Team Assembled
Posted: Mon Sep 14, 2020 5:27 pm
by jailson
I hope this runs on my 4GB RAM laptop
Re: (WIP) Ashes Afterglow- Team Assembled
Posted: Mon Sep 14, 2020 5:30 pm
by atarumoroboshi18
Hey, I've got a quick idea, wondering if it would fit in the game.
How about the ability to, in the field, use the junk you come across to make armor or bullets? Maybe have one or two inventory items where you can just take 50 junk and convert it into quick makeshift armor or 100 junk to convert into a pack of regular pistol bullets? Maybe these inventory items can be one time use or even have 3 or more uses, so it can't be abused or something?
Re: Re: (WIP) Ashes Afterglow- alpha playtest result
Posted: Tue Sep 15, 2020 4:03 pm
by Vostyok
Thank you for all the comments.
The playtesting phase for the alpha is complete. Big thanks to everyone who took part. Overall response has been very positive, and I am working on integrating all the fixes and optimizes that were identified. The new off-hand lantern function, weapon upgrades and general level of destruction and interactivity were also well received. Which is really nice to hear since I spent fudging forever on that stuff.
There may be a short delay before the next round of news, testing or any sign of a release. We've got the first part of the episode pretty nailed down, with 8 maps in various stages of completion. Unfortunately, I would normally put a screenshot up here, but don't have any to hand. Perhaps I will give you guys double next time.
Anyway, open for comment replies:
Spoiler:
@atarumoroboshi18:
We did cover the idea of crafting some basic items in the playtest feedback. Suits of metal armor, breaking down shells to make pipe bombs, that sort of thing. I'm not sure it would be any different than just buying this stuff though. Maybe in a later episode, where the story we've got requires the scavenger to be a little more self-sufficient.
@Jailson:
Could you run the first episode? I'm not doing anything exceptionally different in this episode. And haven't had any complaints of frame rate loss so far. Should be gud.
@Gez:
Hey, this stuff is pretty cool. A very talented artist. Thank you for sharing their work. I'm not sure if I can use it directly, but the Hindring gave me some fun ideas.
@Junkerkun & captainj: this idea actually came up in the last thread but at the time I had no real clue how to do it. It was actually surprisingly easy, and after a short bug fix is actually working pretty well. The lantern obviously takes up one hand, which does mean that reloads and the quick knife or heavy crowbar attacks are slightly delayed. What happens is that the lantern is quickly dropped before the maneuver is carried out. The scav does have pretty quick fingers after all. We did have an idea for just swinging the lantern as a blunt weapon, with the very real and terrifying prospect of it breaking while you were in the middle of a pitch-black subway. XD
@JMP-jack:
Hey, your stuff is cool! That system shock remix sounds boss. I think we have most of the ost nailed down at this stage though, sorry. Have passed your details onto Primeval though.
This concludes the evening news. We will continue broadcasting this message and notify you should the situation escalate.
I'm sorry for not participating the playtest. I'm actually busy with my own project, so i'd like to play it and tell me some feedback once it's released. Hope it goes alright for ya!
What happens is that the lantern is quickly dropped before the maneuver is carried out. The scav does have pretty quick fingers after all.
Ah, smart!
I do wonder why we never saw a homemade flashlight though... The lantern looks like it's an electric one, so dismantling it to make a flashlight is not that hard to imagine...
There will be night vision goggles you might find later that will help keep your hands free.
Personally I feel flashlights have been a bit overdone. Flares were a possibility but I didn't want light to be a finite resource you could permanently run out of. I wanted something a bit different.
Re: Re: (WIP) Ashes Afterglow- Demo Incoming
Posted: Sun Sep 20, 2020 3:21 pm
by Vostyok
The Public demo will be uploading within 1 hour of this message.
Included is the first four maps, as well as some of the new features.
Stand by.....
Re: Re: (WIP) Ashes Afterglow- Demo Incoming
Posted: Sun Sep 20, 2020 3:36 pm
by JMP-Jack
Vostyok wrote:The Public demo will be uploading within 1 hour of this message.
Included is the first four maps, as well as some of the new features.
Please observe all included documentation. Do not remove goggles. Do not look into the flash. Do not enter the demonstration area if you do not wish to observe.
And thank you. It's a little rough, but we're getting there.
Please note: The demo is not designed to be compatible with any other files except itself. Errors up to and including thermonuclear detonation may result. Please wait for the full release and an accompanying list of compatible mod packs.
Re: Re: (WIP) Ashes Afterglow- Demo Uploaded
Posted: Sun Sep 20, 2020 5:04 pm
by SLON
It's... voluminous.
It's still interesting, how much of Episode 1 will change.
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Uh, yeah. For some reason, there is a backup of one of the files.
Re: Re: (WIP) Ashes Afterglow- Demo Uploaded
Posted: Sun Sep 20, 2020 5:59 pm
by Leglock
This is super hot, after I finish with Siren I will give it a GOOOOOOOOOOOOO!