by Cliffhanger Productions
This is way past the estimated delivery date, and we have as of yet to really see any gameplay videos or much in the way of screenshots. Please put something out soon. I don't want to see a repeat of Takedown.... Give us something to get us excited and prove that you are actually going to going to be ready to release within the next year.
I'm sorry but if you can't launch the game by the end of 2014, I want my money back.
@ meganothing - Its been a while so I don't know if you'll see this.
My saying a minute window was an educated guess based off of other online games I've played. Simple card games like Eredan and Urban Rivals give about the amount of time to account for things like network lag, etc.
It´s nice to keep us put to date, but please, do sth. for real.. not those boring updates. Its nice to keep sb. happy for the first period of the game development, but after over a year, we want to know whats really going on:
1) What is the status quo of the game?
2) What is the planned realse date?
(Q1, Q2, Q3, maybe late 2014 or 2015, 2016?)
Shadowrun Returns was funded on April 29, 2012 and released for Mac and PC at July 25, 2013! Meanwhile (October) they have produced an iPad Game and a Linux version of Shadowrun Returns and working on the next episode „Dragonfall“ !!!
You only have to take your graphics and physics from „jagged alliance online“ and the gameplay mechanics from „xcom enemy unknown“. Merge those both games together and put it in the Shadowrun Universe and finish the game.
I being patiently waiting for something to happen... Well... I had enough... I have 2 simple questions which I am hoping I can get simple and direct answers.
- When are we supporters are going to get a meaningful update with actual things to see from the game, not nice rhetoric of how the game works... comments on graphics... something that we can actually see of how our money is being used. (TRANSPARENCY is needed to clarify the issues of the actual development of the Aerena)
- When the game is going to be released. It was targeted to be released by March 2013 and so far there is NOTHING.
I hope this two simple questions can be answer to satisfaction.
>That don't really answer the question to permadeath though...
Kinda does. Not directly. "If your team dies, you are going back to... ...the start of the chain"
This, at least, implies that permadeath isn't the rule of the day. So, while permadeath may still happen in some situations, we know that it won't happen in every situation.
so what happened with the permanent death issue? is it permanent? sorry but i didnt think i catch the answer in the update...
Random idea on the turn timer - can it be a gentleman's timer? Where it starts at 5 minutes, but the other player can press a button at any time to shorten the length remaining to sixty seconds. That way players have a defense against griefing but can also give someone a bit of time if they're slow readers or have to feed a cat or whatever.
Or maybe there's a pool of extra time, where any time going over the allotted limit is taken from the pool, and once it's gone it's gone.
Not sure if these things are even necessary, I'm just throwing stuff at the wall here.
when are we going to see gameplay videos?
That don't really answer the question to permadeath trought...
Whoa, goddamn stop making me horny :D
Thanks for clarifying that bit about the timer.
@J.R.Riedel: Did you guess the 1 minute timer interval? I would have guessed it being much lower. Also it could be that players in co-op select their orders simultaneously. I probably should try out Arena to find out
What are these tactics thou speak of?
in 2-3 person multiplayer, assuming a party of 3-4 (which is kind of what you go in with in solo), everyone only has one or two characters. So it should not take ages to move- although you may want to spend some time communicating about your tactics
yeah sorry - the turn timer is for co-op and pvp, not for single player, where it is not required.
and we are working on the pictures :)
Turn-timer is a must for multi-player, or it will devolve into griefing. Please NO turn-timer for single-player runs w/hired help.
Good update, guys :-)
I approve of the turn timer for multiplayer. Giving someone a minute for a turn would be excellent for a multiplayer game. I get bored waiting! Plus assuming a party of 3, that means you get 2 minutes to think out your next steps and 1 to act.
Granted I may change my mind when I see it in practice.
Its good to have an update of the vision of the game. Based on how long this project has been open though, we definitely need some updates with content. After all, we know a game can be made in this time ;)
Turn timer is awesome for multiplayer but should be optional in single player
But, but, but... I like getting decked out in the most expensive armour and geeking the mage first. :p
I miss my Troll Samurai with maxed Body, tons of dermal plating and full heavy combat gear.
He could survive a rocket blast to the face. lol
Thanks for the update, it sounds awesome. Here's hoping we can hear about the game's progress soon.
I still chuckle seeing the "estimated deliver: May 2013" :D
would be better to have less worthless updates and get the actual game ready.
Nice update, just one bitter pill, a turn-timer. I was suspecting something like this in a multiplayer environment, but still. I can understand that you need it for making other players not wait too long, but to keep pressure up? I don't want time pressure, I could play real-time games if I liked that.
So here is my hope that you keep that time-limit really long
Not even one screenshot? :(