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  1. #1
    Apologies in advance, I absolutely have no French in me, so this post will be in English and French translation from google translate. I hope she translates correctly!



    Bonjour,

    Je suis l'ingénieur en chef d'un projet Kickstarter nommé Vigrior.
    Nous sommes à la recherche de fans de jeux de stratégie hardcore qui attendent désespérement un nouveau type de jeux basé sur le "Maneuver Warfare" (une doctrine stratégique qui s'attache à désorganiser, isoler puis paralyser l'ennemi par le mouvement plutôt que de simplement le détruire).

    Nous avons développé un moteur qui permet aux commandants de mettre en place des manœuvres de combat uniques. Et nous parcourons les différentes communautés online à la recherche de joueurs curieux de découvrir une approche fraîche du jeu de stratégie.
    Si ça vous tente, nous mettons à disposition des prototypes de notre moteur, ainsi que des documents de design.
    On vient juste de commencer... N'hésitez pas à balancer vos questions sur ce topic, on sera ravi d'y répondre.

    Dernière modification par O.Boulon ; 03/04/2012 à 14h38.

  2. #2
    Thanks Dude. Ill try to roll a quick translation, I hope it will translate ok XD

    Yeah, the other thread is a mispost, will definitely delete it.

    ---------- Post added at 03h59 ---------- Previous post was at 03h51 ----------

    im actually very curious if google translate made that french block of text correctly.

    Does it sound silly?

  3. #3
    Absolutely. It makes no sense.
    Dernière modification par hitodama ; 05/04/2012 à 12h05.

  4. #4
    LOL! Well I tried man.

    hmmm, lemme simplify the text. see if the next edit is good.

    ---------- Post added at 04h17 ---------- Previous post was at 04h10 ----------

    ok... made a new edit...

    hope that makes it easier to read.

  5. #5
    Az' ferme là.
    On va pas modérer un indé qui vient présenter un projet intéressant sur Kickstarter.

    Hi Mercenarygames,

    Don't worry, I'm going to translate your message.
    By the way, send me a mail at boulon@canardpc.com .
    I'm CanardPC editor and we will be happy to write something about your game.
    "T'es jaloux ma bande a toutes les lunettes et on va te marave ta gueule."
    Aristophane

  6. #6
    Y a pas à dire, on est bien reçu ici.

  7. #7
    Hi!

    Glad to know you are interested I'll send you something in a few minutes.

    Also, thank you for the translation.

  8. #8
    En plus y'a un proto et une target a 12K euros, ça reste réaliste

  9. #9
    @Shapa : im reading your message from Google Translate. Yes, we want to show prototypes of our engine, to show we are for real

  10. #10
    What I meant indeed. Not a project asking for 4M euros and nothing to show off. And I'm pretty sure there are some hardcore strategy fans around here. Good luck .

  11. #11
    Your game is quite interesting. I'll look forward.

  12. #12
    Thank you for the kind words.

    Yes, "money" or "fortune" is not my teams concern. If anything, community support and the attention of tactical gamers, we're looking for them first.

  13. #13
    Ça me fait vaguement penser à Galcon Fusion, pour le côté "stratégie, autrement". Je me demande si ça y ressemble dans le gameplay, ce dernier était aussi simple que malin je trouve.

  14. #14
    Citation Envoyé par MetalDestroyer Voir le message
    Your game is quite interesting. I'll look forward.
    Thanks! We'll be putting on a good show on Kickstarter, we aren't even done with our presentation.

    We wanna show new prototypes every week, as well as new "trailers" for your viewing pleasure.

    ---------- Post added at 04h50 ---------- Previous post was at 04h48 ----------

    Citation Envoyé par Zevka Voir le message
    Ça me fait vaguement penser à Galcon Fusion, pour le côté "stratégie, autrement". Je me demande si ça y ressemble dans le gameplay, ce dernier était aussi simple que malin je trouve.
    Ok, I'm replying to this via google translate, I hope I get your ideas correctly.

    Galcon Fusion is definitely an influence, as well as games like Eufloria/Dyson.

    We're trying to make the game "simple to learn, hard to master". Part of my "thesis" on strategy games : pointing and clicking everywhere feels cumbersome and stupid. Make easier controls, and fleet controls > player gets more angles to create unique maneuvers.

  15. #15
    Histoire de vous donner un peu de background...

    Le gars est un ancien Marines artilleur qui a quitté l'armée pour poursuivre ses études, s'est retrouvé à bosser chez Zynga, s'est fait traité comme une merde et a décidé de monter sa propre boîte.
    Le jeu est développé depuis deux ans et ne devait pas s'appuyer sur Kickstarter : il ne se tourne vers cette solution pour une unique raison... Ils sont dans la merde et ne veulent pas laisser leur bébé crever.
    Ca a l'air vraiment intéressant et on fait un papier dans le numéro du 15 avril.
    Dernière modification par O.Boulon ; 03/04/2012 à 15h47.
    "T'es jaloux ma bande a toutes les lunettes et on va te marave ta gueule."
    Aristophane

  16. #16
    Cool !
    J'espère que ce ne sera pas trop tard pour le financement via Kickstarter.
    Par contre, comment a t'il eu connaissance de CPC ?
    Dernière modification par PrinceGITS ; 03/04/2012 à 17h00.

    Mes Lego - Tof : Canon EOS 40D + Tamron 17-50mm F/2.8 + Canon Seepdlite 430 EX II | VDS MadCatz Arcade Fight Stick TE

  17. #17
    Citation Envoyé par PrinceGITS Voir le message
    Cool !J'espère que ce ne sera pas trop tard pour le financement via Kickstarter.
    Howdy!

    Yes, we hope the project will get funded as well, if not, it gets frozen again. Q_Q




    Citation Envoyé par PrinceGITS Voir le message
    Par contre, comment a t'il eu connaissance de CPC ?
    I'm not really sure how I ended up here....sit down, and let me tell a tale of guerrilla marketing.

    Last night, I fought 2 or 3 heisenbugs, easy kills and easy targets, our game engine was safe. However, I was still behind in gathering allies to our cause. We've been looking for the best commanders on the web, and it seems American forums are mostly swamped with stupid internet memes, pictures of cats, and allegedly "social" games.

    We may have a safe armory for our game engine, but the network was desolate and barren. A humble mercenary like myself can't possibly compete with this ocean of mediocrity.

    I refused to give up our intelligence gathering operations. We needed more agents, infiltrators. We NEEDED to fuel interest in our mission. It seems that America was a lost cause, for now.

    Soon after, I decided to "warm up" a tactical strike. I used facebook to plant a distraction meme on John Romero's wall.

    The operation was successful.

    This distracted the spies in my network, and allowed me to move freely without being detected. Europe was not in our radar, yet. I figured "why the fuck not?"

    After tracing some hits on Kickstarters page, I managed to find ONE lone post, mentioning our project. It was one gamer who was interested and somewhat confused by our presentation. That spark of interest is enough for me. I woke up my sidekick; Google Translate, and proceeded to plant a forum post.

    So far, it looks like a handful of gamers here find our project worth their time.

    And THAT is how I found out about your forums.
    Dernière modification par mercenarygames ; 03/04/2012 à 17h38.

  18. #18
    I didn't read your kickstarter page yet. But if it is as fun as you story about our fourm, I might be a backer just for that (I'm not really good at strategy games ).

    Mes Lego - Tof : Canon EOS 40D + Tamron 17-50mm F/2.8 + Canon Seepdlite 430 EX II | VDS MadCatz Arcade Fight Stick TE

  19. #19
    Citation Envoyé par PrinceGITS Voir le message
    (I'm not really good at strategy games ).
    Are you sure?

    Maybe you aren't good with the current interfaces designed by the popular studios. Those interfaces come from one game, and they never really changed it. It's not fair. Gamers who would make great commanders are turned off by RTS controls because they have to point and click at things the way they point and click at webpages.

    We've made an interface designed with military doctrine, and built with precision maneuvers.

    We will test our theories in the next few months.
    Dernière modification par mercenarygames ; 03/04/2012 à 17h50.

  20. #20
    Dune II ! My first strategy game ! Didn't finish it.

    Mes Lego - Tof : Canon EOS 40D + Tamron 17-50mm F/2.8 + Canon Seepdlite 430 EX II | VDS MadCatz Arcade Fight Stick TE

  21. #21
    Sounds interesting.
    I'm waiting for a video of a mission. I'm a bit curious of how your laser will interact with ennemy ships. Is one shot enough to destroy a ship or is it more a "damage over time" kind of weapon ?
    By the way, your game has a "dance between stances" feeling which is amazing.
    Dernière modification par Loddfafnir ; 03/04/2012 à 18h00.
    a brief and rapidly closing window of opportunity to secure a [...] future for all.
    Overshoot
    - Le film d'horreur ira jusqu'au paroxysme final - Last Week in Collapse

  22. #22
    Citation Envoyé par PrinceGITS Voir le message
    Dune II ! My first strategy game ! Didn't finish it.
    I'm guessing it was everyone's first RTS.

    The controls were intuitive enough. It made sense to gather resources ( spice ), since that was part of the storyline.

    These days, strategy games just keep throwing more and more and more buttons at the screen. If not more buttons, more units. If not more units, more "resources".

    It's getting ridiculous and cumbersome.


  23. #23
    I'm really interested in your project. RTS is often plagued by mass clicking and insane micro management, which is what I try to avoid as much as possible (RUSE is, in my mind, a really really great game, because your troups can be effective even if you're not ordering them to fire or to stay hidden in order not to be destroyed by that big mean tank over there. Damn, I wanna be a commander not a babysitter).

    So it's seems your taking the way I like. But I must admit that I cannot completely put my finger on what the game is about. From what Boulon translated, you're talking about someting called "Maneuver Warfare" and the fact that the goal is not only to destroy the target, but I don't really understand how it translates in terms of gameplay. I've read the kickstarter page and watched the video on this thread but it's still cryptic to me. Do you have any easy way to explain it ?
    Citation Envoyé par Big Bear Voir le message
    Je suis totalement d'accord avec le canardpcnaute M. Cacao.

  24. #24
    Thanks for your interest!

    Citation Envoyé par Loddfafnir Voir le message
    I'm a bit curious of how your laser will interact with ennemy ships. Is one shot enough to destroy a ship or is it more a "damage over time" kind of weapon ?
    The lasers being rendered is a prototype. We are implementing a "tracer" beam, it doesn't do any damage, but serves as a "guider" so the commander can see where a beams path will reflect. When the player decides to fire the particle accelerator, we render a disruptor effect that reflects off all the shields being traced.

    It's going to be a one shot weapon, however, you can multiply the effect by bouncing the beam in a sequence of shields. That, and the beam has no "limit", it goes on forever to the end of the map.

    We have one enemy, internally we call it the "tank", that completely absorbs the beam damage, and stops the beam from reflecting any further.

    Citation Envoyé par Loddfafnir Voir le message
    By the way, your game has a "dance between stances" feeling which is amazing.
    Glad you noticed the synchronization of the fleet units. We wanted to give the feeling of "order" and patterns a commander can see. It's hard to see these kinds of patterns in combat games, because its all unit spam, or resource spam. It's easier to see ordered patterns when you a. make the pattern yourself, and b. memorize the pattern intuitively.
    Dernière modification par mercenarygames ; 03/04/2012 à 18h11.

  25. #25
    Je sais pas si la comparaison est totalement fondée, mais le projet me rappelle pas mal Frozen Synapse. Comme ce dernier, les graphismes sont monochromatiques et très épurés (bien que plus stylisés ici), et le gameplay se concentre entièrement autour d'un principe de base très simple mais aux possibilités et à la progression très importantes.

    Après l'intérêt du jeu dépendra aussi beaucoup de la qualité des missions et de la variété des situations, voir d'un hypothétique mode multiplayer (mais j'ai du mal à voir comment le concept du jeu peut se plier au multiplayer, du tour par tour ? Un nombre de changements de formations limités ? Des formations prédéfinies à l'aveugle avant la bataille ? Il y a du potentiel).

    Enfin ceci dit le concept est cool, l'équipe arrive avec des vidéos d'une alpha fonctionnels et ils ne demandent pas une fortune... Y'a des chances que je soutienne


  26. #26
    Citation Envoyé par Bah Voir le message
    Damn, I wanna be a commander not a babysitter).
    nor do you want to be a wood chopper, or pylon maker. :P


    Citation Envoyé par Bah Voir le message
    So it's seems your taking the way I like. But I must admit that I cannot completely put my finger on what the game is about. From what Boulon translated, you're talking about someting called "Maneuver Warfare" and the fact that the goal is not only to destroy the target, but I don't really understand how it translates in terms of gameplay. I've read the kickstarter page and watched the video on this thread but it's still cryptic to me. Do you have any easy way to explain it ?
    Gladly. Please understand that our engine is still in a prototype stage. What we have discovered, is a small interface that's simple enough to learn and produces unique battle formations. At the moment, we are showing the results of out experimentation and research, from an interface and controls perspective.

    Maneuver Warfare games aren't a new concept. Our studio is merely attempting to revive the discussion on the state of strategy games. Our engineering philosophy is about making strategy games easier to control, while producing more efficient combat maneuvers.

    We demonstrate that in one of our prototypes. You can design patterns for combat maneuvers. The tool records your pattern, then replays it later. At the moment, our tool supports a fleet, of any size and any unit, and interpolates between 3 combat patterns. With the current point-click-interface dogma in RTS, changing between patterns creates maneuvers that require an INSANE amount of APM.

    But, we roll it out in 1 click.

    Hope that makes it easier to understand. We are still building this game from the ground up, we wanna escalate our efforts if the strategy community is interested enough.
    Dernière modification par mercenarygames ; 03/04/2012 à 18h42.

  27. #27
    Mmh.. Intéressante présentation. C'est mieux que le "sorry mispost, please delete" auquel j'avais répondu

    Any take on real strategy in video games has I vote, but I sifted through your videos and while I think I get the basic mecanic, I still have some questions. I take it you are very early in the development process but where do you plan to go from there? Do you plan to make a series of missions with a narrative element? Will it be mainly random encounters and be focused on the gameplay itself?
    More essential: a lot of planification seems to be required, how much do you have to do in "real time"?

    Your graphics reminds me of Frozen Synapse, at least it's a good sign. As a "easy to learn, hard to master" and unseen strategy game, it was quite good.

    EDIT: wesh, me griller sur Frozen Synapse c'est pas très gentil
    Dernière modification par Charmide ; 03/04/2012 à 18h25.

  28. #28
    Actually, there is only one thing that lacks to your project : a video of a mission / fight.

    Because we don't know why we would use the fleet system instead of simply firing straight ahead.
    Dernière modification par Loddfafnir ; 03/04/2012 à 18h26.
    a brief and rapidly closing window of opportunity to secure a [...] future for all.
    Overshoot
    - Le film d'horreur ira jusqu'au paroxysme final - Last Week in Collapse

  29. #29
    Citation Envoyé par Super Menteur Voir le message
    Je sais pas si la comparaison est totalement fondée, mais le projet me rappelle pas mal Frozen Synapse. Comme ce dernier, les graphismes sont monochromatiques et très épurés (bien que plus stylisés ici), et le gameplay se concentre entièrement autour d'un principe de base très simple mais aux possibilités et à la progression très importantes.
    Thank you! We're still tweaking a lot of our assets, so what you are seeing right now is just "sketchwork" for us.

    We're gonna be showing off our "planet editor", atmospheres, nebulas and stars,.... if I'm lucky, maybe this week.

    Citation Envoyé par Super Menteur Voir le message
    Après l'intérêt du jeu dépendra aussi beaucoup de la qualité des missions et de la variété des situations, voir d'un hypothétique mode multiplayer (mais j'ai du mal à voir comment le concept du jeu peut se plier au multiplayer, du tour par tour ? Un nombre de changements de formations limités ? Des formations prédéfinies à l'aveugle avant la bataille ? Il y a du potentiel).

    We're actually rigging this game engine for real time maneuvers and an open 2D map. Our prototypes are still in the "maneuvers" stage. This week, we are preparing the "game environments", like what I mentioned above.

    Citation Envoyé par Super Menteur Voir le message
    Enfin ceci dit le concept est cool, l'équipe arrive avec des vidéos d'une alpha fonctionnels et ils ne demandent pas une fortune... Y'a des chances que je soutienne
    Not only will we appreciate your support, we will test ourselves and prove our prototypes every week. We follow Wolffire Games philosophy on studio culture, and we would like to be open about our mistakes and successes.

    ---------- Post added at 08h28 ---------- Previous post was at 08h26 ----------

    Citation Envoyé par Loddfafnir Voir le message
    Actually, there is only one thing that lacks to your project : a video of a mission / fight.

    Because we don't know why we would use the fleet system instead of simply firing straight ahead.
    Our project has just begun actually. We're going to be showing more updates of our engine as we progress along the month.

    This week, our engine starts rigging the combat map.
    Dernière modification par mercenarygames ; 03/04/2012 à 18h27.

  30. #30
    Citation Envoyé par mercenarygames Voir le message

    Our project has just begun actually. We're going to be showing more updates of our engine as we progress along the month.

    This week, our engine starts rigging the combat map.
    Perfect
    a brief and rapidly closing window of opportunity to secure a [...] future for all.
    Overshoot
    - Le film d'horreur ira jusqu'au paroxysme final - Last Week in Collapse

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