Not enough love goes out to you guys for the sheer amount of work and research put into this. As an Englishman, I've enjoyed reading this. Please keep up the good work!
Not enough love goes out to you guys for the sheer amount of work and research put into this. As an Englishman, I've enjoyed reading this. Please keep up the good work!
I personally appreciate that they're managing to showcase this on the OpenRA engine.
This looks fantastic! Can't wait to pick this up and get back into the Generals scene :D
Hey, some development on AR2! Really loving the extra implemention of Ares/Phobos here. I imagine the devs of this mod would have LOVED to use this back in the day. :D
I swear there was a message from Speeder here... anyhow - I've started from the menu - only other bug I've found is that there wasn't a countdown for the lightning storm - I'll try to get a recording next playthrough, but after losing all my units and getting the weather controller unceremoniously destroyed, my sodium levels are too high for me to try again tonight lol. Is that a normal thing?
Edit: Gonna go into the discord and use the support channel for this lol
Good afternoon guys.
Just a heads up about Relentless - I've restarted it about twice now, and it looks like some triggers aren't firing. The first time, a hover transport got caught between some Seawolves and didn't unload, getting blown up.
The second time, there was a landing, and there was a portion of the briefing, up to mentioning "collecting intel", but it would then softlock, no matter how much time passed.
Is this a known issue? Thanks.
Alex at it again with those banging tunes :D
Did you ask Bittah_Commander for permission to use these assets?
You just keep getting more and more of my interest. Keep up the good work!
Excellent news! What overlap will there be with Operation: Trebuchet?
HAHAHAHAHA, A VISUAL NOVEL
YES I WANT MY WAIFU OBELISK HAHAHAHA
Ah, you're still going with this? You're one determined mofo. I like that.
I'm really loving this. A lot of depth is being implemented in this mod, and I'm excited to see more of it. Good work!
Thank you for fixing it! Hope you don't mind if I post these next two issues - they're not game-breaking, though I reckon I'd bring it to your interest.
1: Occasionally my stance would be stuck if I change it. For example, if I crouch, I can't stand back up - but if I then go prone, I can't crouch or stand up. This isn't too much of a problem so far since it means I don't get shot at.
2: Liking the new buildings and the atmosphere, but they're not working with the terrain mesh - one particular building I found was floating slightly above ground - getting into it from the front was fine, however I've noticed that I can easily walk from the bottom of it - as I also learned, it stuck me in the floor unable to move.
Hey, just bought the game, and enjoying it thoroughly.
There are a couple of thing that I've noticed. In any town defence the pathfinding is - well, it's broken. Any of my squad members will constantly float in the air unable to shoot at anything or be shot at. Sometimes the squads will stay right where they are in the city without doing much.
Secondly, I spawned once and had the enemy squads on top of mine. This I wouldn't mind if I wasn't shot dead.
I wish I discovered this sooner, this sounds so exciting!
It's like a remade SimAnt. Colour me interested!
This reminds me of Antistasi and BECTI maps on Arma 3, to be honest. Was that where you got a bit of your inspiration from?
Nonetheless, I'm following this because this sounds like it could be a winner.
Just out of curiosity, will anything be done about the Halcyon-class cruisers?
I'm very to happy to say that I've pledged to your kickstarter. The amount of hype that I'm feeling for this game is unreal.
Okay... Just finished the tech demo; here's what I think so far.
The drawn designs are quite frankly, beautiful. It sucked me straight in, and I got the right idea of what the setting was. It also raised a few questions about the setting that hopefully the rest of Sense would answer in the future.
The bgm needs a little work. Maybe it's a bit tinny, but I feel that it could do with a slightly bit more bass. It doesn't detract from the gameplay, which is a good thing. I've noticed that the nightclub scene's bgm doesn't loop, but that's something that I imagine could be easily remedied.
The dialogue is pretty nicely written. It sounds realistic and each character has their own personality. However, I would like to see who's talking. Maybe a portrait to go with the name?
The pictures that make up the cutscenes are, again, beautiful, looking straight out of a comic book - something I enjoyed. They could do with a little different pacing between them. The last few panels would have been better sped up, with the ghost being an excellent way to "jump" the panel forward, and to keep it lingering.
A minor thing I'd like to see is the interaction with the environment. While the e key does well for interaction, I would like to see the mouse being used as an alternative key for interaction - almost like a point and click.
That being said, I enjoyed the tech demo a lot, and am thoroughly optimistic to see the rest of Sense being developed!
Hiramaky
Simon joined
Hi! I am Hiramaky! I do things!