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Showing most liked content on 09/10/2017 in all areas
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2 points
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2 pointsStream of Sept 07 2017. A barrel. Yup, it's a barrel. With a mouse cursor floating over it. No worries, you won't get charged extra. Different color. Yellow. Different color. Green. Really dark green I'd say. Sorry about the bad clip, it wasn't correctable. Side note: we've been shown a lot more color variations of this barrel, but I was unable to keep up with the pace of screenshots to capture them all. Side by side'ish. Concept art (paint over) of the Town Square. Day shot of the Town square concept art (paint over). Night shot of the Town square concept art (paint over). Side note: They use these concept art images to see what's needed to make things more lifelike, e.g. graffiti and such.
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2 pointsStream of Sept 06 2017. The coat once again. Unlit lamp. Lit lamp. Police station greybox screenshot. The floor is finished. The rest are still placeholders and will change.
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1 pointGreetings everyone, Today I'd like to update you guys on some progress for Identity. Below, you will find new pictures that haven't been shown to the public eye yet. We know you are waiting so eagerly to play, but please remember everything takes time. Thanks to everyone who has shown the developers support thus far!
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1 pointThere's never been a more exicting time for the Identity development team than right now. We're growing from a small team of passionate and skilled developers into a true studio with real development horsepower. Asylum Entertainment's New Home Identity is being produced by a very small team, although with our new office (see above) we're on a hiring craze and expanding in a big way. In fact, our programming team is going to be three times larger by the end of September. That's only the tip, too, as we're also bringing in a full-time dedicated community manager so that you get the regular updates from the team which you deserve. Our art team is also expanding with some of the most incredible talent in the industry. It pains us that Identity has seen delays; we truly want the game in your hands as soon as possible. With our modest team it's been a difficult road but, with the great help of yourself and other backers, it's full-steam ahead. Once we're situated in our new office (we get the keys in one week) and your new community manager is ready to go, it's our intention keep this great community in constant contact with the team! New in the Town Square If you've been watching closely on the IdentityRPG Twitch Channel, which is live for a Q&A with the developers every Tueday through Thursday, you've seen a lot of art these last few weeks. From concept art to screenshots and clothing, below are just a few of the pieces we've shown, plus something new for good measure. We're really pushing the development streams now, too. You'll be able to watch environment artist Antoine at work Wednesday, August 30 at 1PM EST. Moving forward, we're going to try to give you at least one development stream every single week. Watch Twitter for announcements. Town Square Clothing Store Remember the clothing store concept art we showed last month? This in-game screenshot shows how concept translates to reality (minus the actual clothing). Another new addition, ambiant radio, brings this scene to life. When you walk into this clothing store you'll notice music playing from the speakers. It's not just music in our game, either, it's real streaming radio playing songs you know. Different stores can now play ambiant music that matches their style and enhances immersive atmosphere. Ash Hill Police HQ Concept The Ash Hill police station will open it's doors in the Town Square module shortly after its release. Seen above is the concept for the lobby, locker room (where players "sign in" as an officer) and the shooting range. The shooting range will be available in the Town Square to give you a feel for weapons in Identity before you get your hands on the SWAT module. Ash Hill Barber Concept While a large variety of player customizations will be available during your initial character creation, some options are reserved for locations in the world. Barber shops, like the Ash Hill Barber you'll find in the Town Square shown above, will have additional hair options; other shops around the land will present different styles. Some rarer character customization options may be unlocked through gameplay achievements. A peak at pledge rewards Below are concept pieces of the pledge rewards you may already own. Our new website, almost ready to go, will bring new options while some of the existing will no longer be available. Pledge Reward Concepts -- John VanderZwet
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1 pointI feel like a cool feature would be able to become vigilantes in the city. I mean, I feel like it would be cool to become one. I have watched Arrow in its entirety and I like a lot of DC stuff such as Batman, Superman, the list goes on, and I really feel like it would be cool to become a vigilante. You could either be friends with the cops or in the cop's radar. I also feel like Vigilantes should be able to arrest citizens and call the cops to that location to pick them up. Tasers, cuffs, and all that stuff would be really good to give to players, not just cops. I guess Watch Dogs also falls into this category because they are basically vigilantes. If we could hack into techs like CCTV cameras or police radios, that would be really cool for both the bad and the good side. Gangs or organizations could gang up on cops if they are really organized and hacked into their technology. Vigilantes would be good as well if the cops are dealing with one thing, vigilantes could help them out with another. I feel like vigilantes are just a cool way for citizens to help the police without donations or all that, to actually suit up and risk their lives and stuff.
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1 point
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1 pointThank you, @MauriceClinton. I wish you the best in this race and I'm sure you'll definitely be a difficult opponent. It'll be exciting to see the outcomes once the full island opens.
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1 point
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1 pointAlso, all of the things you've seen might change. The videos are quite "old" by gaming standards. Often they use assets that are temporary placeholders until they can develop a thing of their own. I'm not saying this is the case with the different mouse cursors, but it could very well be the case nevertheless. I simply don't know, or we simply don't know. But placeholders are a VERY common thing in game development process. And not only in game design, but in design in general this would be the case.
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1 pointi think its a great idea but im concerned on the performance side of the game #lag if this is added incorrectly, but it is possible
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1 pointAm new here so please don't shoot me but...... for those that have been here a lot longer, how quick is the development coming along? I mean.... its been stuck on 89% for a number of weeks and thats fine, but how often is it updated? Does it go up by 1%, 5% or 10% and how often? Just gives me a tiny bit of hope it will be out before Christmas this year of course! (2017) Thanks in advance for any replies!
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1 pointNot quick at all, but I'd rather they take their time than release a broken game IMO. It's updated when the devs feel they've reached a milestone. It's updated as much as the devs feel they've made in progress. Also, I said in Discord, in my opinion it probably won't be updated (to 99%) or anything like that, it'll more than likely just not be updated and go straight to 100% upon release. No point in moving it < 11%.
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1 point
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1 pointOne big issue with having children is that the player who is the baby would need to be dependant on another player. If the other player isn't online they can't age and they would not be allowed to do much (this isn't SAO where everyone is always online). The devs would then have to make a bunch of clothes for kids and a lot of new models. Then implement a school as well. Sadly, I don't think it is worth it to implement that system. Plus, I don't really want to deal with either 1: A grown man's voice coming out of a ten-year-old or 2: Those annoying high pitched voice filters. Have a great day/night!
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1 pointYou're only 14+!? I've seen you around the community and I have to say that you ARE VERY mature and responsible. I never would have guessed that you were that young. Keep being respectful, mature and helpful as you already are doing such an amazing job at, keep it up dude
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1 pointSo I was watching a video on Star Citizen and learned they're planning a feature that'll synchronize your facial expressions and lip movement with your in-game character via webcam, this however being an optional feature per character. I thought it was pretty sweet and pondered "what if Identity had this feature?". I checked through suggestions and found out it hadn't been suggested and I don't think it is a planned feature, so here I am suggesting it. What do you guys think? Wouldn't it be neat if lip movement and facial synchronization was made possible via webcam tracking making for more fluent, more immersive character interaction.
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1 point
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1 pointThis month in development Another month and another dev blog to keep you updated! I want to start this one by giving a thank you to everyone who's receiving this blog post by email, our backers who are making Identity a reality. It's an exciting time as our team is growing and our pace quickening as a result. Identity's beginning to get more exposure and every pledge we receive helps us produce content faster. It's been slower than we'd like in the past because our team has been tiny, but this growth we're seeing as of late has been opening doors and propelling us forward. As of this month we've now raised over $700,000 USD; a large amount of money and what we've needed to bring on more talent. Talent we've lost to other studios and existing contracts in the past, some of our absolute best, is now returning to Asylum Entertainment to work on Identity full-time. We're really looking forward to the work from those being added to our roster, which will result in more clothing options as well as much prettier environments. We're also looking to pick up another programmer and a new community manager very shortly, to improve our PR situation and give you guys a more transparent view into development. Case variations for one of three phones in Identity With our art team growing with top industry talent, we're also making some good progress in content programming. Our elevator system has been finalized after being re-hashed. This elevator system is used in the Town Square, and throughout Identity where apartments exist, to bring players up to their lofted homes. The interesting part is these function like real elevators, and you'll see other players in them going to and from their floors. They act as loading zones, so instead breaking your immersion with a loading screen we load the apartment and it's customizations in the background while you ride the elevator. By the time the door opens everything's in place and you don't even notice that you've moved into a special instance of the world. Art of the Town Square When creating new environments, we first have our concept artist draw up a layout and artistic design. From there, environment artists create the 3D assets from that piece and a level designer places them in the world you inhabit. We're pleased to have our incredibly talented concept artist, Alexander, back in full-swing as we prepare the final pieces of environment necessary for the Town Square. Clothing store concept; hotel and art gallery in rear The clothing store is interesting in Town Square because it's operating on a system we've created for many computer-controlled shops in Identity. It has a fully functioning shoplifting mechanic. In most games you walk up to an NPC (non-player character) and interact to purchase items. You then simply walk away with your items. Stores in Identity are a different story, and are unique in the gaming world. You'll add items from racks and shelves to your cart. You can then walk into the dressing room to preview those items (assuming it's clothing) or walk up to the register to pay. What if you don't pay and simply walk out the door with your cart? Shoplifting is a reality in Identity, although it's often not recommended. If you're not skilled, and most people won't be, you'll set off alarms and have a hard time getting away. You'll likely spend time in jail for the attempt. Expensive items can also not be shoplifted for game balance purposes. Even something so simple as using a shop gives freedom and oppportunity not found in any game before. Last month we showed you a bicycle which will be ridable in Identity. Below you'll see the bicycle shop concepts for the Town Square. While you won't be able to ride them in Town Square, you'll be able to browse many options which will be available to you. Bicycle shop concept for the Ash Hill town square These final two interiors are being created by our artists as we speak, and are the last environments required for Town Square's release, along with some minor systems programming and polish. Art gallery/library concept art, previously shown Art gallery and library in-game, without player art The near future One of our top priorities right now is to give all of you who have been waiting a glimpse of real gameplay in a video. Identity's funding and progress has exploded since we showed you the workings of the housing and apartment systems on YouTube, and now we want you to see vehicles, drug production and weapon systems. I can't promise any dates on this video, but it'll be soon. In fact, I expect you to watch this video before you receive the next dev blog. This coming video is sort of a catalyst, and I can't wait to show you what's in store after it. The Town Square is also getting near the point where we're going to be able to start showing off videos of the gameplay elements you'll find within it, leading up to the public release of the module. These videos will be coming after the previously mentioned video. We do regret how little we've been able to show you thus far. We're a tiny team stretching a small budget to its limits, so things take some time. Now that much of the core exists and other supporting pieces are falling into place, I'm excited that we're now really making progress that can be witnessed. -- John VanderZwet
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1 pointThis is just an idea that i think it would be cool to implement in the future to create more diverse characters. The basic concept is to provide the players with a set of front/back/sides hair pieces they can combine to create their own hairstyle. I will add some pictures to illustrate the concept. Please take into account i used already made art (females:Pichichama // males: PrinceOfRedRoses) so your ideal hairstyle could not be represented.
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1 pointIt is Mid 2017 not Late 2017, Also the module was delayed and it does state it in a dev blog that the module was delayed. They have no ETA on it as they don't want to make any more mistakes by giving a false promise. The percentage bar only gets updated when the devs feel they have hit a milestone in which the next time it is updated will be when it says 100% and so the next is the last one. However on a live stream a few weeks back, the devs said that the progress is within the early 90's of completion and I hope to think the completion will be by September.
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1 pointAs a squeaker (14+), I consider myself to be mature and fairly responsible. I am more concerned about how my voice will be perceived by others and if it will disrupt my ability to RP. Especially because my microphone makes me sound like I am 8.
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1 pointYesterday afternoon, for another Identity Insider, we've released a video detailing the workings of player housing in Identity and what it has to offer at our present point in development. This gives you a good idea of the level of fidelity we're going for in all of our key systems, and more videos will follow as we continue. Housing was chosen for our first video as our initial focus in development is for features present in the upcoming Town Square module. If you haven't already seen the video, check it out above. Housing as you've seen in the video is an excellent place to hang out with friends, but it has a lot of good practical uses, too! First, housing is the primary storage location for items you've collected. Whether it's a bookshelf full of books, a gun-rack with wall-mounted guns, or a crate full of junk, it's sort of like a bank for tangible stuff. Housing is also valuable for moderate crafting, too. Some advanced recipes might require a factory, but a lot of stuff can be created at your home using special crafting tables. A hydroponics table can even be used to grow small-scale plants, legal or otherwise!