XSP Development & Planning
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didact
Rank 9
Joined: Fri Mar 11, 2016 10:35 am Posts: 51
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xpadmin wrote: At the moment it is mostly work on shaders, deferred lighting, shadow mapping, physics core, all very low level technical stuff. Make sure that those can be disable in real time in options. Shaders, lighting, normals and other such maps. Everything but physics and your basic diffuse textures.
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Thu Apr 14, 2016 2:31 am |
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b00marrows
Rank 12
Joined: Tue Dec 31, 2013 1:46 am Posts: 85
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I just finished purchasing parts for a nice shiny new desktop, stong enough to play basically anything well. I built it to play fallout 4 and mgs5...Sercetly i built it to play x-moon at the most glorious, ahem. Good to hear news about the game, looking forward to the next release. 
_________________ We understand, RIP.
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Mon Apr 18, 2016 8:37 pm |
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Piperpeeper
Rank 10
Joined: Thu Aug 22, 2013 8:40 pm Posts: 57
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Hmm...the awareness for the character still not good. I want it to be at least like how MSGV awareness works. The unconscious state when bump into should work for story mode instead of editing it to work and the character shouldn't know unless it's from the front. There should be vary on strength for the male character when he is trying to carry the female character. Hopefully the hold that been getting suggest appear on the next release.
Although, this does sound like feedback and request, just, I wanted to post it here as it's in part with the new version that specific release date is still TBA.
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Fri Apr 22, 2016 9:35 pm |
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Sparrow
Rank 7
Joined: Thu Apr 21, 2016 4:00 pm Posts: 29
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Could I ask for the update on the production of next update? I really like the game for its "educational" reasons, but I fear for the stability of the project. I am abolutely useless in the area of programming although if there is something I could do to help to let the production gain momentum I'd be happy to contribute.
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Sat Apr 30, 2016 11:13 pm |
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Sparrow
Rank 7
Joined: Thu Apr 21, 2016 4:00 pm Posts: 29
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Also if you are still considering Patreon page, with all due respect, you must be really bad at all this "internet" thing if you think it's a bad idea.
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Tue May 03, 2016 11:29 pm |
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skidrow
Rank 17
Joined: Fri Nov 21, 2014 10:37 pm Posts: 544
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Problem is if you know it will be 1-2years before you can show anything then they will only get much more off this, what is happening, when is it done, i want to se something and so on.
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Wed May 04, 2016 6:46 am |
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burning
Rank 16
Joined: Thu Jul 31, 2014 2:29 pm Posts: 351
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Sparrow wrote: Also if you are still considering Patreon page, with all due respect, you must be really bad at all this "internet" thing if you think it's a bad idea. No, they're right to be concerned about this and there's a lot to consider. For one, what do they give people each month to keep them donating? How low can they set the minimum donation before they start losing money compared to what they'd make from sales? What about DRM? (The need for DRM is a whole other argument.) The Patreon business model works for some people, but it won't work for everyone. One of the most successful campaigns on Patreon isn't working for the developers because their team is too large to even be making minimum wage when the income is split.
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Wed May 04, 2016 11:22 am |
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Sparrow
Rank 7
Joined: Thu Apr 21, 2016 4:00 pm Posts: 29
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How about a date of next release? Something to work towards? Is there a date of when next version is going to be released? It's not about the players only interest, release dates are for developers as well to aim for something. "It will be ready when it will be ready" is just as much as saying "I may do something but I probably won't".
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Wed May 04, 2016 10:23 pm |
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BubbaGump
Rank 12
Joined: Sun Oct 05, 2014 11:34 am Posts: 82
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The team working on this has consistently put out new content and worked toward the initial vision they were working toward. This is not a bogus project on Steam that takes money and never delivers. This is the real deal. The fact that they switched engines because it would help the process is part of the perceived delay. They had to relearn some things to use that engine. However, I think the switch was the best thing they could have done to help realize the initial vision. As a developer who does contract work and also owns a company I completely get the slow process for such a complex piece of software.
The team working on this is also trying to do something that has never been done before. A fully interactive game without a set of rigid predefined poses. They are also using a physics system to simulate a person that is really difficult to pull of. I assume they went to an engine like UE4 as it supports a ton of nice things like mixing poses, animations and physics into the same character running simultaneously. It also allows for dynamic morphing would greatly reduce the amount of effort to use different characters in game. Using all this together for this type of sim is really hard to pull off.
So understand that this is not some script kiddies making a flash game. This is a serious development project with really smart developers on board.
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Thu May 05, 2016 12:51 am |
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TheMohawkNinja
Rank 16
Joined: Thu Feb 13, 2014 3:54 pm Posts: 379 Location: United States
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BubbaGump wrote: The team working on this has consistently put out new content and worked toward the initial vision they were working toward. This is not a bogus project on Steam that takes money and never delivers. This is the real deal. The fact that they switched engines because it would help the process is part of the perceived delay. They had to relearn some things to use that engine. However, I think the switch was the best thing they could have done to help realize the initial vision. As a developer who does contract work and also owns a company I completely get the slow process for such a complex piece of software.
The team working on this is also trying to do something that has never been done before. A fully interactive game without a set of rigid predefined poses. They are also using a physics system to simulate a person that is really difficult to pull of. I assume they went to an engine like UE4 as it supports a ton of nice things like mixing poses, animations and physics into the same character running simultaneously. It also allows for dynamic morphing would greatly reduce the amount of effort to use different characters in game. Using all this together for this type of sim is really hard to pull off.
So understand that this is not some script kiddies making a flash game. This is a serious development project with really smart developers on board. Nobody is demeaning them like that. It's just the fact that they haven't been consistently putting out new content in the past few months that's gotten new users worried. When you start playing an in-development game, and realize that there has been no apparent work done to it in months, you are going to naturally question whether or not the devs have just been super hard at work, and what they are doing will just take time to get to a presentable state, or if they just quietly stopped working on the project without saying anything.
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Fri May 06, 2016 6:34 pm |
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