Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Thu Feb 13, 2014 1:53 am |
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| MattCD42 wrote: |
Then Radio The Universe looked like it could be something fascinating, but is just dead apparently.
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Pretty sure I got a Kickstarter backer email from the dev not too long ago and things seemed to be progressing slowly but steadily?
Yeah, dated Feb 2, 2014:
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hi,
not sure what to say besides 'i'm still working on the thing' so today the update is about miscellaneous you say no to drugs, juicy j can't stuff. feel free to stop reading if this doesn't interest you
maintaining framerate on older machines: using the steam hardware survey as a general guide i try to restrain rtu's hardware demand according to some x minimum specs such that *at least* 95% of users fit above it (where 'min specs' is capable of running the game at ~60 fps during the game's theoretical max load situation--don't ask me exactly what it is yet). some notes: a) this hasn't been field tested extensively, b) steam users who submit hardware surveys may be totally unrepresentative of rtu's target audience for some reason, and c) this entire process is decisively scientific (it is not at all scientific). eyeballing for qa might be punishable by death if this were a high-end gaming title but rtu has a little more room for error
for machines below min spec or those with the odd software issue, 30fps mode is available as a last-ditch option but the goal is to make sure that no one actually needs to use it. graphics settings are almost entirely static due to the specific design of the game's visuals but if time allows, a reduced graphics mode may be devised for those who have not mastered 1 s/s time travel and are stuck in 2004. my feeling is that if you use your pc to regularly play games or watch videos or run weather modelling software you will have no issues. it's not intended to run well on a decade old winxp laptop though. as a developer i hope i can at least rely on that much
time wise, cutscenes are a source of uncertainty. all progress on it is fixed at the end of the dev timeline (you may have noticed a recent absence of artwork) in order to avoid having to redraw scenes depicting a sprite or some environmental detail every time said sprite/env graphics gets changed. it's a predictive measure meant to save time but it also means that there hasn't been a chance to gauge how much work these scenes are going to take. if it ends up being a cause of delay because i've failed to account for it, at least the game itself will have been finished by that point
regarding gamepads: they will be supported but the caveat is that rtu is designed for a keyboard first. the issue isn't with the number of keys but with the difference in mechanical action between dpad and wasd/arrowkeys. i've found my dpad (i own a 360 controller) to be indecisive and poor for movement (it feels like a diminished analog stick) but it may just be a matter of personal preference. the other difference is in the number of options a player has for mapping hotkeys but i give unlimited freedom to the player to decide how this is done.
all that said, i've been getting messages asking about a release date. i'm estimating now, but you can tentatively expect rtu towards the end of the year
tfyt |
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