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Still too early to tell about the chapter titles but we'll consider both.
We do not plan to do any of these.
Thanks. We use "Tiled" & "Tiled to Unity" to create the level and import it in Unity in one big chunk. From there it's custom made with a few scripts and some 3DS Max animations to hide/show the relevant tiles.
We may do a full article on our level pipeline one day.
First of all, thank you for your interest in our game. It is a bit too early in development to start optimizing and choosing minimum/recommended specs but we'll do our best to have graphics scale-able to lower end computer.
Concerning the key configuration, it will not be a typical control scheme because you will only interact via the keyboard. There will be some amount of options to cater for preferences but not in the classical way of a shooter, for example.
Have a nice day.
I can't really disagree with any of your points. But I can mitigate the impacts of all the negatives by some at least equivalent positives. Less control & performance for ease of use and development speed. Also, it is only as quick & dirty as you want it (akin to php). And the learning curve of Unity/C# is not what I would call steep.
As for the choice of the engine, as I pointed out at the beginning of the post, there was several factors. Learning curve, price (UE4 wasn't free yet), previous experience of the whole team and so on.
UE4 ranks high on our figurative list of engines but it didn't make it.
Well considering that I'm a programmer most of my getting used to Unity was through the code.
Unity uses a custom version of Mono, which is not tied to any particular .NET version. But it is around .NET 3.5.
Could you be more specific about Unity's object component model?
Not really. Even though you can do a lot of crazy stuff with C++ and its policy of always letting the developer do what he/she wants, 99% of the time you won't use any pointer magic or macro tricks. As for the "Unity way" it's really flexible so you can bend it if you want/need to.
All in all compared to the amount of time saved it's worth it.
I would love to play this. Beta invite please?
Would gladly pay for it in alpha funding too...
For those wondering where's the die more edition and/or the steam key (I tried the key page before finding the solution). What worked for me is right click on teleglitch in the game list and select "view CD key". This brings up a "you must activate on steam" pop up, as well as a key pop up. Copy the key from the key pop up and use it in the Steam pop up. Works fine. the only question left is why the copy on desura doesn't reflect the change to the new version, no update or anything. The die more edition on desura without steam key would be fine by me.
DO NOT try to connect a pad ( xbox 360 in my case ) while the game is loading. its the second time i loose all my progress
Well actually even if the soundtrack is not sold separately I will buy it, just provide a version with the sound track. pretty please... with sugar on top :p.
Oh by the way if you have troubles with a joy pad, try to re launch the game with the pad powered. If it doesn't work, try changing the control method in the option menu. I'm not sure how i did it but the joypad bug can be avoided, try several configurations
Please release the sound track to buy separatly. Since I know that I missed it in an indie sale i feel terrible.
There is bandcamp for the indie titles. Or really anything I will buy (itunes, even a physical media if its available in europe).
I own the game on desura AND impulse (RIP) and I would gladly spend some more euros to buy the soundtrack.