[Hilo Oficial] El Renacimiento del gaming PC (Indies, kickstarter, etc...)
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Mala fecha para mi. 7 dias antes sale Mass Effect Andromeda y ese es un fijo. Dependiendo de como salga Andromeda y el precio de Thimbleweed Park  pues decidire si lo compro o no.
----- Somewhere in the heavens... they are waiting -----
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A mí también me viene fatal con Torment a la vuelta de la esquina (no creo que lo haya terminado por esas fechas ni de coña). Pero bueno, dependiendo del precio seguramente sea el siguiente juego en caer.
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Algunos detalles de una entrevista que he visto con Feargus Urquhart (Obsidian Entertainment):

- Su próximo juego, conocido como Project Indiana, no será anunciado antes de 2018.

- En este proyecto trabajan nada más y nada menos que Tim Cain y Leonard Boyarsky (exmiembros de Troika Games y diseñadores clave de Fallout).

- Feargus nos confirma que este nuevo juego NO será un Fallout, pero sí que se trata de un soñado RPG para un jugador. También le preguntan si puede ser un Bloodlines 2 o Arcanum 2, pero no suelta prenda. roto2

- Pathfinder llegará en breve a Steam.

- Están en conversaciones con Paradox para ver qué clase de apoyo le siguen dando a Tyranny.

- También les gustaría probar con un juego por turnos.

- Feargus tiene muchas ambientaciones en mente que le encantaría usar para futuros juegos: desde un juego al estilo Darklands, pasando por el cine negro e incluso la fantasía urbana.

Cita:Buck: That's great news. Another thing I was hoping we could talk about - and this is going to deviate from Pillars of Eternity - but let's change course for a bit to reflect upon the super-secret project that Tim Cain and Leonard Boyarsky are working on.

Feargus: They're working on a super-secret project, absolutely.

Buck: Leo has tossed out a few hints here and there, suggesting that it'll be a single-player RPG and that it's his "dream game". I'm pretty sure we know that it's not Bloodlines 2 and it's not Arcanum 2 at this point, but are there any other nuggets of information you can give us?


Feargus: Not really. I think the thing is, obviously, for us, we want to make the games that we love to make and those are the games that people want to have from us. So I think that's a good hint as to kind of what you would expect. I can say that it's not Fallout, that is not what it is. So Leonard and Tim are not working on the next Fallout game or anything like that. But again, this is our opportunity to go off and do our digging, which I think is awesome. And we can’t announce who our partner is and all that. I think people are going to be really excited about it.

Buck: [LAUGHTER] I guess that's something. As far as I know, that's about the only thing that has been confirmed up to this point.


Feargus: We've said nothing about it yet. Just because it's the early days and we need to closely manage these things through completion and managing – you know when it's bigger, we start to think of managing staff and how does the whole PR marketing stuff work and things like that. And so yes, so I know it's just going to irritate people like probably for like a year that we're just going to be being coy. And it's not to be coy, it's just because it's not time to – even a lot of the ideas that we're coming about right now is we also don't want to do this thing where we release a whole lot of stuff that gets people excited. But for us it's still stuff that's not – it's not the stuff we know is going to be final. Because I've seen a lot games do that; they'll release stuff that's really early and get people excited and then when the real game is promoted it's like, "Wait a minute, what happened to the big robot with the thingies and the samurai sword and the dwarf?"

See what I did there?

Buck: [LAUGHTER] Yes, I see that... you alluded to the fact that it will be a year before we'll know anything. Do you have an announcement timeframe in mind?

Feargus: We don't. I would be surprised if we did announce anything in 2017. My guess is – it's literally just a guess right now – there won't be a public announcement as to what it is until 2018.

Buck: Okay. What more can you tell us about the other games you have in development outside of this title and Pillars of Eternity II, such as Pathfinder Adventures?


Feargus: We're still working on Pathfinder, and it's going to come to Steam pretty soon. We're looking at how much more we'll support it. We're looking at potentially doing another one of the whole box sets. There's three or four box sets. We've done one and all its modules. We'd do another one. We're continuing to support Tyranny and we're talking a lot to Paradox about what other kind of support we could give Tyranny. And that's the stuff we're working on right now. We are actively proposing other games and we have enough proposals out right now and hopefully we're going to know in the next, sort of 30 to 60 days. the kind of what proposals are there.

I'm also looking at, is there other kind of financing I can go get from different kinds of investors? It would be cool to do a turn-based game. A lot of people ask all the time about doing a turn-based game. It's not like we could put a switch in the Eternity engine and now it's turn-based but the engine is pretty mature right now. And so what would take to put in a rule system in or stick with the rule system up there and then make a turn-based game. And maybe that game is in the Eternity universe and maybe it's not. One of Josh's favorite games of all time is Darklands. So he really would like to make sort of a non-fantastic medieval game.

So yeah, me and Josh are going to talk this year about how to do that. I also talk about how we could take the Eternity engine and make a film noir RPG you know, black and white. I don't know. It sounds totally silly but with that kind of, like, how people talk and just that vibe. But we're talking about a lot of stuff and we're going to be pitching people. And also, I'm looking at other ways to get funding for games so we can maybe try some of this stuff and not spend Pillars of Eternity level money. We can try unusual things and we can make money even if 200,000 or 300,000 people buy it, and if they enjoy it, that's awesome. And that can get maybe some funkier games out there in the market.

Feargus also still seems enamored with the idea of making an "urban fantasy" RPG (although he thinks the genre has gotten too "romance-y" in recent years). So many ideas, and we're still a year away from even learning what Project Indiana is. The life of a game developer is full of interest.

La entrevista completa: http://www.gamebanshee.com/interviews/11...pages.html
(Ultima edición: 01-03-2017 15:54 por Sayckeone.)
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- Pathfinder llegará en breve a Steam.

JODER SI. POR FIN.

Pero sobre todo: imaginaos un Arcanum 2.

[Imagen: SQIGBfG.gif]
En el corazon llevo la miel, los platanos, y los muñecos de Lego que montan en serpientes.
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(01-03-2017 14:58)Joanor escribió:Pero sobre todo: imaginaos un Arcanum 2.

Ufff, Arcanum, otra pasada de universo.

Un RPG isométrico steampunk hecho por Obsidian...

[Imagen: VkbakEP.png]
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Pongo un par de vídeos del desarrollo de Escape from Tarkov, ya que no solemos poner nada, y parece que los rusos éstos se lo están currando mucho.



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Nueva actualización para Everspace:

Update 0.4.2.30747

10 de marzo - ROCKFISH Games
We've just released a new update. Highlights include enhancements that can be equipped in the hangar, derelict colonial stations, ship color customization and alternative loadouts.

See the complete list of changes below. Please note that Drone Overrides won't work in this version.

Unfortunately we are unable to offer this update on Mac due to several severe issues that popped up after migrating to Unreal Engine version 4.14. We're still working on solutions, but chances are high that we will have to wait for a new Unreal Engine version before we can release the update on Mac.



New Features
  • Added enhancements that can be equipped in the hangar
  • Added new points of interest: Derelict Colonial stations
  • Added player ship colors: Some are unlocked from the start, more can be collected during runs
  • Added alternative ship loadouts
  • Replaced voice actor for protagonist
  • Added new consumable: Distress Beacon
  • Added new consumable: Nano Extractor
  • Added new consumable: Sensor Drone
  • Added new challenge "Survive a Warship attack"
  • Added 1st person view without cockpit
  • The three most crafted blueprints in the current run will now be listed at the top of each crafting list
Tweaks
  • Reworked Colonial Interceptor model and cockpit
  • Consumables will now be activated after holding down the button for a short time to prevent accidental activation
  • All device Sub-Routines have been turned into enhancements. Players who had any of these blueprints unlocked will automatically unlock the respective enhancements.
  • The Devastator Sub-Routine Enhancement is now Gunship-exclusive
  • Shield Disruptor is now Interceptor-exclusive
  • Energy Discharger can now also be used on the Interceptor
  • Front Shield Generator can now be used on the Gunship and is even Gunship exclusive
  • Increased Gunship armor by 10%
  • Added and additional device slot for Gunship
  • Increased Gunship energy core recharge rate and added a few perk levels
  • Drones will now always travel with you, the ability is not Gunship exclusive anymore.
  • Added a level to the Gunship's drones perk theat regenerates hull of drones after jumping.
  • Increased distance of deployed drones to player ships
  • All sorts of Okkars, not only Interceptors can jump in before the Warships arrive
  • Okkar Interceptors are now a common, though rare, enemy in later sectors
  • The effects of previous perk levels are now displayed for perks that have unique descriptions per level
  • Hull repairs at service stations are now limited but can be increased with the trading perk
  • Enhanced turrets can now be found
  • Increased energy allocations of Mk2/Mk3 Shields and Adaptive Armor
  • Removed cooldown for Missile Defense Systems
  • Energy Discharger now won't damage friendly units
  • Don't deal or receive damage when colliding with friendly units
  • Outlaw Drone carrier will now only re-override its own link drones if they got overridden, not all player drones
  • Time Extenders will now leave the player ship unaffected while active
  • Freighter in generic repair mission will now ask for all kinds of resources, not only nano-bots
  • Sensors now need crystals instead of processors to repair which makes finding the needed resources easier without radar
  • Reduced sensor damage radar impairment
  • Show amount of deployed drones in HUD
  • Only show "New ship available" message once
  • Added new message when unlocking Enhancements, Colors, Loadouts and Blueprints
  • Yellow marker colors are now only used for neutral units. Pickups, asteroids and other objects are now drawn in light blue.
  • Added jump suppressor markers
  • Added service station marker
  • Traders will sometimes offer Access Keys
  • Added Access Keys to Bonus Gear Offers
  • Increased alert log font size
  • Removed challenge "Kill 5 Okkar Interceptors in a single run"
  • Added possbility to remap "P" key for opening the system menu
  • Thermo Gun II will now fire bursts rather than bundles of projectiles
  • Tweaked skybox generation to allow for more variation
Bugfixes
  • Fixed generic minefield mission automatically succeeding
  • Fixed player deploy drones not having shields when respective perk level was reached
  • Fixed some loot being spawned way outside of level bounds
  • Fixed a bug where the game would hang when the last secondary weapon of a slot was fired while the others were set to "skip when switching"
  • Fixed turrets of Okkar Corvette and G&B Fighter not turning friendly if ship's mainframe gets overridden
  • Fixed camera stuttering when flying in third person
  • Fixed codex screen in hangar being unresponsive when using controller
  • Fixed a bug where game could freeze when firing last secondary weapon of a kind
  • Fixed a bug where drone carriers could be mainframe overridden
  • Fixed black hole alert sounds and lightning sound not being affected by volume settings
  • Fixed a bug when trying to collect previously excess nano bots after crafting nano injectors
  • Fixed Okkar Swarm Fighters speaking with Outlaw voices
  • Fixed ships not colliding with crystals

http://steamcommunity.com/games/396750/announcements/detail/233464319222157558
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El tercer y último capítulo de The Journey Down saldrá el 25 de agosto. La primera parte me pareció cojonuda:

https://www.kickstarter.com/projects/983...ts/1820742


Unas imágenes de Thimbleweed Park en español (sale el 30 de marzo):

[Imagen: 6qFrfDG.jpg]

[Imagen: yUqp1XW.jpg]

[Imagen: vUnnH5Y.jpg]

[Imagen: 6GVxqAC.jpg]
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Narcosis. Juego de ciencia ficción y terror cuya ambientación recuerda bastante a SOMA.

El 28 de marzo en Steam: http://store.steampowered.com/app/366870

Cita:Supervivencia, horror en las oscuras profundidades del Pacífico: Varado en el fondo del mar con baja luz y escasas herramientas, un buzo industrial toma medidas desesperadas para salir a flote antes de que su escaso oxígeno — y su sanidad mental — se agoten.

(Ultima edición: 16-03-2017 19:55 por Sayckeone.)
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No me llama nada, parece bastante generico. A ver que tal se desembuelve en las criticas.

Y supongo que ya se sabria o era esperable pero Thimbleweed Park ya tiene pagina en GoG: https://www.gog.com/game/thimbleweed_park
----- Somewhere in the heavens... they are waiting -----
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Este me gusta más la pinta que tiene:

Conarium. Otro juego en primera persona que mezcla terror y ciencia ficción. Saldrá en breve.

Tienda de Steam: http://store.steampowered.com/app/313780/

Cita:Conarium is a chilling Lovecraftian game, which follows a gripping story involving four scientists and their endeavor to challenge what we normally consider to be the ‘absolute’ limits of nature. Inspired by H.P. Lovecraft’s novella "At the Mountains of Madness", but largely set after the original story.

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Ya salió hace unos cuantos días el 2DARK y estoy enganchadísimo. Es un juego de aventura basado principalmente en la infiltración pero hay mucho componente en el uso de objetos lo que amplia sus funciones jugables con muchas facetas y la posibilidad de resolver los escenarios de formas distintas. Ya llevo 4 escenarios y me están pareciendo todos perfectos, sin ninguna mancha en su desarrollo. A pesar de su estética desenfadada el argumento es muy adulto y a medida que avanzamos en la historia se muestran situaciones cada vez más macabras con niños de por medio. A destacar también las conversaciones de los personajes.

Todo el juego me está pareciendo impecable pero hay varios detalles que me encantan como por ejemplo que entre escenario y escenario volvemos a nuestra casa para recabar datos sobre las pista que recogimos en el último escenario, lo que alternamos con tareas mundanas como dar de comer a un gato, cambiar unos fusibles, etc. También me gusta mucho como guardamos la partida: fumando un cigarro. Puede ser algo irrelevante pero si abusamos del guardado comenzamos a toser, alertando a los posibles enemigos. También de vez en cuando el prota nos lo recuerda diciendo "me apetece fumar un piti".

En resumen que estoy encantado con el juego.


Salto de foro:


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