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ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

Hey Rizzchit. Sorry this is kinda a few months late but I hope this reaches you anyways! As Adam noted below, I went off to do my own indie dev stuff. If you're curious about my current stuff, I post often on my twitter (https://twitter.com/Jollyrogers99).

It's good to hear from you guys again :)

Good karma+3 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Alas Mortis - December 17th, 2013

Unsure about the Possessed mechanic. It's essentially from "The Hidden," but the player character has no invisibility? I'm curious to know what the design issue was with just the main antagonist that a secondary role needed to be implemented. I feel like it diminishes the tension of the game by forcing players to split their attention between the two. Also, it's going to feel strange I think that weapons inherently only work on one or the other.

Don't really know about the 'Soul Survivor' game mode, either. Couldn't the possessed just all bunch up in one group and then storm the one human player the moment he's seen? He doesn't have the mobility of a flying creature.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Update #1 - The URN

Oh no. None of it is BSP. It's all models. I personally don't like the BSP tools UDK comes with. It feels very clunky.

Puu.sh
Puu.sh

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Update #1 - The URN

Interesting question - the department's central area is circular (not shown, but it'll be coming up in the next few days), but the first apartment has mostly 90 and 45 degree angles (usually with the arches having those jagged arch tops).

I generally like varying up apartments by architecture, so if you're a fan of circular or non-perpendicular stuff, there's stuff coming up for you.

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ A Crimson Searchlight

We do have things planned to hopefully edge players into the gray area rather than taking a "vaporize everyone or no one" approach. For example, if you aren't vaporizing anyone, the agency starts to become suspicious of you and pressuring you into doing so. If you start vaporizing everyone, future suspects become more wary of the agency's tactics and the agency has a harder time covering up the executions.

Mostly environmental tells, but I definitely wanted to player to have those moments when they realize things are shifting around because of what they've done.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

Yes. Yes it is. It also doesn't help I get a lot of emails of people claiming to be AI programmers but who never actually made anything or touched code. =/

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless - Hyde St. Station

Jumping from the top floor of the catwalk to the bottom floor will (currently) kill the player, but jumping from the second floor will not.

Currently (and this is definitely subject to change as we playtest), there is no regeneration and damage will not incur slows on the player. Slender sickness (staring at Slenderman or being too close to him for too long) will slow the player and visually/audibly distort them.

Personally, I think it's more realistic if a player is slowed from falling damage, but we have to be careful - too many slow mechanics might hurt the intensity of the chase moments. It's something I'm definitely keeping an eye on.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Job Request - AI Programmer

I have. Look at the line before the 'requirements' part. :] I posted it here,too, to increase exposure.

We're really hoping that someone steps up. It would really benefit the project and get the AI to the quality we'd like to get him. Thanks for the well wish!

-Dillon

Good karma-1 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

Yes, there is a story to the mod regarding the North family and their relationship with the Slenderman.

We've received a lot of feedback about the model. It's still a WIP and there are further changes coming down the pipeline.

Good karma+4 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

We haven't removed teleporting. Without releasing too much detail, he's essentially a hybrid.

Good karma+6 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

I'm sorry you find the content unsatisfactory. Remember that, while it is only an alpha state, we're always willing to listen to suggestions for improvement. Your critical feedback is important.

I also apologize that you dislike the subject of the mod. It's not our place to force you to like anything and you are totally entitled to your opinion. I would suggest that you wait until the mod is accessible to make a judgement on play value, but of course, that's your choice as both a player and a fellow modder.

Thanks for taking the time to post.

Good karma+4 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Hyde St. Station.

Is it paint, or is it...

;]

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Hyde St. Station.

I'm making a few different overlays that'll take over the repetitive use of this instructional overlay. The point is that, instead of having an immersion breaking 'Collect X objects' on screen as text, I'd have these overlays in a relatively close location to potential player spawns. It's a similar concept to how 'Cut off their limbs' is used in the first Dead Space.

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Hyde St. Station.

That's a troubling issue - either the Slenderman model has to be as tall as a standard Source door or he has to hunch. I think at the moment, we're settled on having him just teleport past doors in his chase. However, he does hunch over for lower archways.

I'll make the motes more translucent.

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ A Faceless New Year ~ (New Year's Update)

It's all good, guys. We're still an alpha mod and we like it that our watchers are helping us improve the game. It's for the betterment of Faceless :]

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ A Faceless New Year ~ (New Year's Update)

Thanks for the catch, Waz. I'll make it more organic.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

Don't know why it set me as a guest... oh well lol

Good karma+3 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

Oh okay. As we announced before, we've pushed back the beta to ensure a quality experience. However, as soon as we are ready to host the beta, we'll be getting in contact with all the testers (yourself included).

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

Favij, if you donated $5 last week, then you donated to a scam campaign. We haven't had a running campaign since early November.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

It's not in Valve's control, really. The problem is and has been that Victor Surge's option holder doesn't want to sign papers allowing Slenderman to be used in a video game on Steam.

Valve has been very helpful. His option holder has not.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Manio Clears the Air

Hmm. When I try to PM you, Doppler, it gives me the error 'Person could not be found. They have been removed!'

Do you have an email or something?

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Manio Clears the Air

@Dopper I'll send you a PM with details about the exact funding.

@wazanator Because we want to be able to offer official servers that allow players to play with each other without cheats/mods and the need to port forw./hemachi.

Considering how much traffic our greenlight page gets, I am not quite so certain if 'small' is the right word. There's a lot of people that will be trying to play this game. And this will help make the launch week not such a mess.

Good karma+1 vote
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Manio Clears the Air

The mod was made before Greenlight was even a thing. The game didn't and won't ever have a pricetag, so it wasn't ever looked into. Games on ModDB play on all sorts of copyrights. It's when you bring them to Steam that it becomes an issue. It was a misstep on our part: we didn't really expect how difficult it would be to get permission. We're just college students, after all.

The 'going quiet' thing isn't really quite as you make it out to be. We'll still be here to answer questions, update people on happenings and discuss. We're building up a big upcoming update, so we're saving the content postings for that. That's all.

If you want a break-down of what's going on with the money - the first campaign was set for $600. It made something like $1200. That $600 we asked for will be going towards the official servers that we promised. $100 is going for a new website server that will be up in the next day or two (our last one got overloaded with users and buckled under the traffic).

The second campaign was opened because people still wanted beta keys. The number set for the second campaign wasn't important - we weren't going to make 25,000 bucks off a game that is still being made. It was just to round up anyone else interested in a key.

So, what about the extra money? It's in an account that's being saved when we actually go for a license (we don't know how much it will cost, but it will cost money). None of the money has gone into anyone's pocket.

If you have more questions, Justin knows more about the specifics than I do. But I hope that helps clear things up a little bit, Doppler.

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Manio Clears the Air

I didn't pick the name. I came onto the team afterwards.

But it wasn't picked to make us look like 'Big-Shots.' We've never said we were. And I searched in the United States Trademark Electronic Search System and it appears their name isn't trademarked either.

When have we ever pushed our name forward between our game? No one is going like "Well, Faceless looks okay I guess. But it's by Ethereal Entertainment. That must mean they are big shots.'

The team has been an indie since day one. The fact it's an indie is plastered all over our studio site. I don't understand how you can think by picking a name that means we can lean back and forget about the game quality.

Good karma+3 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

The original creation of it is by Victor Surge. It's like Star Wars - there's absolutely tons of user-created content and fanfiction around it, but you had to get permission from Lucas (or, now it seems, Disney) to bring that to commercial distribution.

Even though it's F2P, to be on Steam's platform requires we have that permission.

Good karma+3 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Manio Clears the Air

Woah, what?

How did you come up with that we're secretly coming up with company names in order to 'fool' the public into getting our game?

I think you're really pulling at straws there. We're a bunch of 20 year olds who just wanted to mod a game. We didn't 'plan' for this popularity. And Justin certainly didn't devise a name as some sort of tactic to mess with people.

It's just a name he thought sounded nice for the team and so we used it. We just use it to refer to people actually working on the game. There's no conspiracy 'hidden' meaning to it.

Good karma+3 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Faceless

It's not a stupid question. We have an absolute ton of people looking forward to this. It's pretty crazy.

Unfortunately, we have a pretty large roster of testers already and they get priority. You'll be kept in the loop, though. And release won't be that long after beta.

Thanks for the support!

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Turn back now.

If you have read our latest update, you would know that the flashlight is placeholder for a model our artist is working on.

Good karma0 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Hyde Station

That kind of constructive criticism is what I'm looking for. If I hadn't posted the picture, I wouldn't have gotten the criticism. But if you want radio silence, I can do that. I won't release any images until the beta in a few months.

About the color scheme - I don't think I agree. Dead Space, Amnesia: DD and Killing Floor has plenty of moments where the color schemes are set based in rooms than in entire levels. For example, the basilica church in Dead Space 2 has candle rooms which ignites up in a yellow/orange tone, while the main sanctum/nave areas (where you encounter the Stalkers) is mostly blue/white. It's there to guide the players, as you say.

In this case, I do want to guide the players. They should be focused on getting away from our AI and finding the dolls - not battling with the layout and a static light design.

The stairwell is noted. I'm getting handrails to divide them up.

Yikes. Sorry about the point_spotlight. I'm honestly just playing around with lighting effects and seeing what sticks. I did not realize that I would be hated for it.

I appreciate it, zonbie. I never wanted to come off as "stop giving me criticism." I really enjoy getting criticism. Because ModDB is full of fine developers, I just expect people to be deeper with it. That's all.

Good karma+2 votes
ForbiddenDonut99
ForbiddenDonut99 - - 66 comments @ Hyde Station

OH. I just re-read your post.

I'm working on that particular tile-set right now. All the edges will have that 'protruding tile' style to it - this shot was just taken when that I was still working on it.

I wish people would give more feedback than 'it's under-detailed' (and I'm not saying you haven't, don't worry). It's an alpha and maps take several months to work on. I also came onto the team pretty late - this map was started in late September/early October (depending on whether you count based on opening Hammer).

I get a lot of these "it's under-detailed." Right. It's an alpha. I try to encourage discussion on other elements on the scenes - the lighting, the tones, the geometry. But people are so hung up on the details, those discussions get buried.

Just a note for anyone looking to give feedback that I can actually work with.

Thanks, guys.

Good karma+3 votes