Afterfall Finally Found Full Future Funding

globbi said:
This has been on a big Polish website about games and is discussed on Polish AF foum.

Yeah, well, in typical Polish fashion, the communication to the outside is zero.

Afterfall might do many things right, but boy is its PR shit.

Logan said:
the "some parts are going to be different" Scares the shit out of me =/

I friggin' hope they change some parts. The feature list of Afterfall and the way they talk about the game sounds worst than the longest Molyneux rant. Molyneux has more to work with than these guys, too.

PS: also, I have to repeat, Intoxicate was already a stupid name for the studio, Nicolas Game Intoxicate is even worse.
 
well I'll tell you something: Afterfall is an cRPG, making by fans of postapo for postapo fans Wink

and we'r making Afterfall for PCs (linux accepted) not consoles. We got full founding, and we'r ready to rock. So calm dawn, there is great game comming!


I could suck your cock, but I need the drool for when the game finally comes out.
 
Logan wrote:
the "some parts are going to be different" Scares the shit out of me =/


that really scares me too, but im more happy that they have a secure source of funding. I still vow to give lots of money if i win the lottery!

what changes? :( like making food more important?
 
And the game less fast paced. Realistic time too. As in Fallout. None of that The Witcher bullshit where you spend a day in a couple of hours.
 
nerka said:
Mikael Grizzly said:
CHANGING AN RPG INTO A SHOOTER NEVER HAPPENED AND NEVER WILL.
hmm... "orginal" STALKER

Uh, que? Kidney, ever since you got separated from your twin...

STALKER was an ambitious shooter from the beginning. It wasn't an RPG, it was supposed to be a survival shooter.
 
Morbus said:
And the game less fast paced. Realistic time too. As in Fallout. None of that The Witcher bullshit where you spend a day in a couple of hours.

Well, since The Witcher is based on day\night cycles (monster appear at night), it couldn't take too long to move from one to another.

As for the game - even though I hope it'll be good, I am not going to say anything about 'till I play it. A habit I got after playing Oblivion.
 
Ravager69 said:
Well, since The Witcher is based on day\night cycles (monster appear at night), it couldn't take too long to move from one to another.
Yeah, right, as if that made any sense. There's a wait/sleep option for something. Fallout, Arcanum and lots of other RPGs are based on day/night cycles to the same extent and their time passes at natural speed.
 
Morbus said:
Yeah, right, as if that made any sense. There's a wait/sleep option for something. Fallout, Arcanum and lots of other RPGs are based on day/night cycles to the same extent and their time passes at natural speed.
This is one of the silliest things in a game to complain about.
Of course time is sped up. It's just a simple abstraction, and often a very useful one as a lot of other things are similarly abstracted to go a lot more quickly than in real life.
 
Sander said:
This is one of the silliest things in a game to complain about.
Of course time is sped up. It's just a simple abstraction, and often a very useful one as a lot of other things are similarly abstracted to go a lot more quickly than in real life.
Like what?

Time is abstracted and it takes you, what, two ingame hours to RUN three miles? It's not silly, it's logical. If you abstract time itself you are abstracting everything else, eventually making the whole world independent from time, and more dependent on day/night cycles. In the witcher, if you sleep one ingame hour, you get healed, but if you just wait there for the same ingame hour you don't get. Besides, you find yourself hurrying up because the sun has just set and pretty soon it'll be day again and you won't have time to do what you want. It's just silly to speed up time. If you want to abstract it to make things go faster, abstract how you pass it. Fallout did that with resting and travelling, and the game had a real time clock. Arcanum did the exact same thing. Do you remember waiting for hours so the sun would set? No? Why? Was it because you could wait through an abstract wait function? I guess it was.

Don't get me wrong, I only complain about unrealistic time because it's stupid that I feel the need to hurry up because "tonight" is very short. Of course you may like it, that's understandable, but, in MY eyes, sped up time is NOTHING more than eye candy, so that the player is able to see changes in the weather and day/night cycles. Eye-candy immershun crap.
 
Time is abstracted and it takes you, what, two ingame hours to RUN three miles? It's not silly, it's logical. If you abstract time itself you are abstracting everything else, eventually making the whole world independent from time, and more dependent on day/night cycles.
Your perception of what time *is* is already extremely flawed. Time as we know it is nothing more than a forced segmentation of something that isn't naturally segmented. You think of a day as a certain segment, there's no reason whatsoever that you couldn't have a day be shorter or longer in a game without breaking anything as long as you properly scale the other actions as well.

Most distances are abstracted in games as well. It takes a smaller amount of time to go from one place to another than it usually would. No one actually walks for two hours in a row in a game, yet in real life it would happen rather constantly.
 
Sander said:
Your perception of what time *is* is already extremely flawed. Time as we know it is nothing more than a forced segmentation of something that isn't naturally segmented. You think of a day as a certain segment, there's no reason whatsoever that you couldn't have a day be shorter or longer in a game without breaking anything as long as you properly scale the other actions as well.
The thing is, they don't scale the other actions. They abstract time, instead of abstracting everything.

Sander said:
Most distances are abstracted in games as well. It takes a smaller amount of time to go from one place to another than it usually would. No one actually walks for two hours in a row in a game, yet in real life it would happen rather constantly.
Yes, it's good when they abstract everything. It's bad when they don't. That's what I mean when I said "if you abstract time itself you are abstracting everything else". I didn't know how to explain it better, but you succeeded in that. If you abstract time, you have to abstract everything else that is dependent on it. I'm complaining about time abstraction, plain and simple. Just that.
 
I suggest to drop the subject, but that's just me - I'm tired of arguing with everyone.

Anyway - the clock runs a bit too fast in the Witcher, but that's not something to dwell upon, not that it brakes the game. It's like Fallout - animation when you're tinkering with something is always the same, no matter if you open a door or use a computer. It's a bother.
 
Morbus said:
The thing is, they don't scale the other actions. They abstract time, instead of abstracting everything.
Actually, it only seems like that. But really, they don't. They abstract most distances as well, combat has always been abstracted in almost any game in many different ways and is thus already outside time.

Morbus said:
Yes, it's good when they abstract everything. It's bad when they don't. That's what I mean when I said "if you abstract time itself you are abstracting everything else". I didn't know how to explain it better, but you succeeded in that. If you abstract time, you have to abstract everything else that is dependent on it. I'm complaining about time abstraction, plain and simple. Just that.
Well, that's not really right either - there are a ton of games where abstracting time makes a lot of sense without tinkering with something else. For instance, most football games don't have 90 minute-games, because that would really be very little fun (although some offer the option), the same goes for a lot of similar games.
Most shooters don't feature any kind of timetable either, and the only feature of time in puzzle games is as a restriction on the puzzles.


And besides that, there's another big disadvantage to not abstracting time - you generally only get to see daytime action. For instance, IIRC World of Warcraft features a day/night system directly correlated to the actual time. So someone who only plays evenings will only see evenings in-game as well.
Of course, this is less of a problem in single-player games, but it still is somewhat silly. Especially when viewed in the context of almost perpetually abstracted distances where towns are very close together and walking inside a town takes nowhere near the amount of time it would in a real game (try walking from one end of a big city to another in real life, and then compare it to the time it takes to walk from one end of a city to another in Arcanum, for instance).
 
Brother None said:
globbi said:
This has been on a big Polish website about games and is discussed on Polish AF foum.

Yeah, well, in typical Polish fashion, the communication to the outside is zero.

Afterfall might do many things right, but boy is its PR shit.
They didn't give any info anywhere, they were on IGK (a polish conference about making games) when a news on Nicolas Games site showed up and a gaming website put it in news also. There were discussions on some forums after people noticed it, just like here.

There is going to be some news soon but now they are moving to new studio, changing something in community and website. They also mentined something about starting a normal PR.
 
globbi said:
Brother None said:
globbi said:
This has been on a big Polish website about games and is discussed on Polish AF foum.

Yeah, well, in typical Polish fashion, the communication to the outside is zero.

Afterfall might do many things right, but boy is its PR shit.
They didn't give any info anywhere, they were on IGK (a polish conference about making games) when a news on Nicolas Games site showed up and a gaming website put it in news also. There were discussions on some forums after people noticed it, just like here.

There is going to be some news soon but now they are moving to new studio, changing something in community and website. They also mentined something about starting a normal PR.

I hope they make a english language forum. When they release this game in English, I'm going to buy it. I don't care how, I WILL!!
 
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