I hope i will get one but i wont hold my breath on it, Lords of xulima a wodnerful game had lightnings, so i asked abou that, apparently people asked about weather options so i got lucky, the lightnings were able to be disabled lateron in patches using a file. More staff will see more bugs, one man alone will have all these things to do by himself so this might take more time.Īnyways i cant really see if its bug ridden cause i am stuck on a level, and theres lots of ambient light, since i have photosensitive eyes tehse animations 'disturb' me, i already informed about more options to turn all these things off, but got no reply. I read this game started out as a single man projects so you have to take that in mind. So it is possible to create games with very little bugs, then again, these were from big companies with lots of staff. i havent discovered any ones in the fallout classic 1 and 2 when i bought these at release back then, retail cd, i finished it without patching cause back then internet wasnt as common as now (yes those good old days). Regarding bugs: any game will have some, but. Game is playable from start to finish and deep caverns has been included.Fast run if present in a game was usally initiated in the settings/options menus (like in fallout classics) to set it a run always, or hold shift key which is/was the most logical and common key, i been playing games since my 12 and now 40 years later i still am, so i played lots and lots of all kinds of games, i am 51 now and older then most of the devs that are recently creating games (30 plus) so i have been around. Implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area and updated all the old areas. As for what happens next, we'll discuss that when the dust settles. We'll still be here, supporting the game by ironing out any remaining bugs and applying some more polish here and there. So, personally and on behalf of the team, I thank you for patiently supporting us throughout the years and I hope that the final product is to your liking. And then lastly, as a three man project during which the amount and quality of the content expanded far beyond my original intentions and even hopes.īut all this would not have been possible if there was not a deep-seeded desire for this kind of gaming experience, still echoing from the void left by the departure of classical western RPGs, present in you, the players. Then it was a one man full-time mad scientist sort of operation that gave birth to most of the game mechanics seen today. First it was a one man part-time (read: night-time) hobby project where the basis for all that is to come was laid out. Development of this game has been one interesting 7 year adventure for me.
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