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Showing most liked content on 10/01/2017 in Posts
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9 pointsThank you for pledging towards the development of Identity! Our records indicate that a pledge was made from this email address and that you're interested in project updates. Beginning of a new era Wow, what a month; busy and exciting and full of promise! While the developers have been hard at work getting the Town Square module ready to go, I've been preparing our new office space and interviewing potential Asylum developers. We've raised almost $800,000, allowing us to expand in a big way and bring on loads of new talent. Asylum Entertainment's new home If you read my last dev blog you'll remember that we had just scouted out office space and had narrowed our search to one. Now we have the keys and I've been working hard to get it operational. I never want to see another hex key again! It's almost hard to imagine that we've been working on Identity with a team spread out around the world. The talent of our small team has astonished me. It's exciting to consider how finally working in a formal setting is going to boost productivity. Not only is working in an office such as this going to make it easier to work together, but we've been on a hiring craze. Having sifted through hundreds of applications over the past few weeks and interviewing dozens of skilled individuals, we've selected most new developers to join our team. Our programming manpower is now three times stronger. Finally, after all this time we're now able to afford a full-time community manager. Joining our team at the new office location next week is Identity's community manager, Brandon! You'll be hearing from him very regulary. We're committing to keeping you in constant contact with the development team. Keep an eye on our website as well as social media! Town Square on the horizon! With our new studio starting up next week and the new programming talent coming on-board, our goal of the Town Square release is getting nearer. It's big news: the official Town Square release date will be announced in the month of October. With all of the changes affecting our productivity in such a positive way, we need to see how everyone works together over the next few weeks. This will allow us to give our fans a date with which we can be confident. We've got the Twitch We wanted to give you a glimpse of the game development process and have been streaming on Twitch to show you how it's done. Four hour (or more) long streams have gone live since my last dev blog; keep an eye on Identity's Twitter for future stream announcements. We try to have at least one development stream per week. As a fan of Identity, one of the things you're going to enjoy most is the flurry of videos which will be coming soon showing off the social features of the Town Square. For a simple social module, there's a good bit of fun things to do! New in the Town Square Our lead programmer, Henrik, has been hard at work these last couple of weeks refactoring our housing system to make it more stable and better performing for the Town Square module release. Everything's looking great at this point and he's very excited to get a bunch of new help over the next couple of weeks. With more great talent joining our art team, we're producing assets and new environments at an astonishing pace. Interiors we only hoped to have in Town Square by its release have gone from concept to reality very quickly. Last dev blog I showed you the concept art pieces produced for the police station. The police station was something we didn't expect to be available in the initial Town Square release, but with our art team hard at work we're getting a lot done. Below you'll find the lobby as it is in-game. The police station in Town Square will be a place for you to learn about the policing career, but it will also eventually feature a shooting range for you to test the weapon systems in Identity. Police station lobby in Town Square Our character and clothing team has also been adding a large variety of things to wear in the Town Square. Both clothing and accessories are being added all the time. Note the attention to detail and excellent quality of the clothing pieces in Identity. New sweater clothing What's to come In summary, we've been moving along with Identity's development at a great pace considering the size of our team; however, our team is growing in a big way right now. New developers are selected and some are starting at the new office as early as this coming week. Once the new guys have been oriented and we get an understanding of their work, we're going to be able to analyze the tasks remaining and give you a release date for Town Square. This is a big deal; Town Square isn't all that far off now and we're already preparing and planning for the next module: SWAT. I hoped to release a video showing combat systems already, but most the remaining work for that falls on myself as the other developers are busy with the real systems for Town Square. I've not had much time over these weeks from preparing the office, so that's on hold a bit; my priority is getting the Town Square module into your hands as soon as possible. Because we're getting further along now, and with the added manpower, we're going to soon start releasing small gameplay videos showing off the different aspects of Town Square. Finally, Brandon is joining Asylum as a dedicated full-time community manager! Brandon will be keeping you up to date constantly. Our silent days are soon to be over!
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4 points[A gang made to fight and have fun.] Requirements - Knowledge of cartels - Know how to get kills - Tactical communications - Team oriented - Have someone vouch for you - Financially Stable - Active Application Format In-game name: Timezone: Hours on Arma 3 (screenshot): Previous gang affiliations: Why we should accept you: Member who can vouch for you :
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4 pointsRoster Bunni, Gutchi Thero Salty.Connor Winchester Steve Spacegod Mur Noliver Zane Trials not listed Inactives Com, Hank Storm, Walt Jr, Toasted, Blaine_TV, Newfie, Zane, Ernie, Hectic, Fudger, Aleco, Bob Lee, Crusoe, Liam, Witz, raaid, Apache, dog Banned Members s0mething, promethus, scofield / Logan Yankee, sean carboni, lbear, katheeri, Analdo, Tiger, Jwilly, Connor McGreggor, Mako
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3 pointsIn the earliest days of Identity's release, most people will likely start with bicycles for transportation. The bicycles can, for the most part, hold only a single person and are clearly not as quick as a motorized vehicle. They also don't have trunk space. Now imagine trying to make some early dollars by doing odd jobs around town. Gathering, delivery tasks, and so on will be a lot easier if you can both get around quicker and carry larger hauls.
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3 pointsThe release date will be announced in october, not the actual module. Don't get confused
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3 pointsWell they finally are on the highway you guys know the only highway that runs right thru the island, yup that one. "So Kev I saw you, well I didn't see you with my own two eyes but the tape doesn't lie. So yes I did see you. You were at the Goblin Shit concert in the warehouse." White Mask looks over at Kevin "You got out of the warehouse just in time. you made me kill one of my men because I thought he didn't lock the door, But Noooooooooooooooooo you escaped with that little Mask guy" He tilts his head to the side. "Pffffft don't believe me?" White Mask reaches over to the LED screen and presses a couple buttons. It then shows the concert security camera footage of a man in a black suit and wearing a Chinese dragon mask picking the lock of one of the doors and then sneaks into the warehouse over to Kevin grabbing him, as both men sneak out of the warehouse together. White Mask points to the screen. "What the freak bro?! I know who freakin Jackie Chan in the dragon mask guy is....so why did you go with him? He knows im coming after him is that it? He knows he has my cut of the bank heist money doesn't he?" Lights flashing behind them. White Mask looks behind them and then back to Kevin and the quickly back behind them again. "Ahhhhhh Shit balls. We are going to jail cause you are driving WAY TO FAST KEVIN!" Smacks the dash board and Laughs. "I will give you two options Kev Bro...either you lose Johnny Law back there or I will end this game press the freakin button to let all that adrenaline pump into your blood stream to make your heart go BOOM!" White Mask laughs again and looks up seeing a News chopper flying above them, he then turns and looks behind him as more cop cars join the chase. "Man what I wouldn't do for a rocket launcher right now." He sits back into the seat and folds his arms "Well this is a fine mess we got ourselves into my good man. A fine mess indeed. Hmmmmm What to do, what to do..." He looks at the cameras in the car and points to the Watchers. "My fellow Watchers Good morning.(its totally like 8:00 PM) In less than an hour, aircraft from here will join others from around the world. And you will be launching the largest aerial battle in the history of mankind. “Mankind.” That word should have new meaning for all of us today. We can’t be consumed by our petty differences anymore. We will be united in our common interests. Perhaps it’s fate that today is the Fourth of July, and you will once again be fighting for our freedom… Not from tyranny, oppression, or persecution… but from annihilation. We are fighting for our right to live. To exist. And should we win the day, the Fourth of July will no longer be known as an American holiday, but as the day the world declared in one voice: We will not go quietly into the night! We will not vanish without a fight! We’re going to live on! We’re going to survive! Today we celebrate our Independence Day!” With that great speech he presses the sun roof button. He looks at Kevin and grabs him by the head and kisses him..well he makes the kissing sound as his mask touches his cheek. He lets go and climbs into his seat and stands up out of the sun roof. White Mask Raises his arms out facing the direction that Kevin is driving and just stands there with his arms out so that The world now knows that White Mask is back on the Island.
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3 pointsI am really starting to get irritated with these kinda of posts. How many times must it be said...Identity is a huge undertaking, being done by a small group, that IS getting bigger, NOT a Triple-A studio with hundreds of employee's and a blank check at their disposal. Really, I think its more of the constant negative whining, about a game more than 2x the size of GTA V, that is taking a small team to do things on your schedule...Maybe if people weren't so thick and instead of bitching "they got my $15-$30 and it's been two years...WHAaaaaa" maybe make some positive videos or posts drawing people in to the idea instead of giving them cause to think it could be exactly like other failed games. I honeslty think it's the spoiled self absorbed PC gamers, that want way better games but wanna pay as lil as possible to get it, that bring down the quality of games on PC. You guys belong on console, PC gaming is not about saving money.If you spent 3-4-$500 on a pc and then whine about how much games cost...Your gaming on PC for the wrong reason,YOU are the reason games for PC suffer. PC is for gaming enthusiasts. Cheap PC's are for the pretenders that want to feel like a part of something, without actually spending what is needed to be a part of pc gaming. You don't buy a Lamborghini with Honda pockets...I'm so happy that things are starting to pick up, and we will be hearing about the town square module release very soon. Then maybe all the naysayers will STFU now, and give it a chance to blossom. I swear it's like poop on the flower and expect it to grow thru 3 feet of shit. Give 'em a chance to make it, Rome wasn't built in a day. I can do analogies all day long.
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3 pointsAbout 1,600 sqft. Not huge but large enough to house our team with some room to grow. People in Ottawa will be free to schedule a drop by and meet the team once things are going.
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3 pointsThe office looks great, but it's more of a budget space than it looks. I've been busy there for weeks as I assembled all the furniture, cut and hung the decor.. we've saved a lot of money by doing everything ourselves. In fact, we're a very frugal bunch and our funding is quite healthy.
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3 pointsIf I remember correctly, the Artist's computers have better graphics cards (1080ti's), while the programmers computers have better processors.
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2 pointsBarrett is sitting in the PD station doing paper working wearing his black suite, white dress shirt and a grey tie. He types a few thing here and there and then would right a couple things down. One of the officers would turn the Tv up. Officer: "Hey everyone shut up look!" The Officer points to the screen as everyone in the office stops and looks up to the tv. Barrett would not look up as he kept typing and doing his cop thing like he was told to do. The officers turns the tv up a little bit more so that they can hear the News chopper guy. News Guy:" I...I can't believe what I seeming, are you getting this on camera Frank? Ladies and gentlemen if you are watching this you can see that this is real and that it looks like the Man in the White Mask is back. Look at him just standing out from the sun roof and holding his arms out like some kind of...I wont says god, but I will say a crazy person." Simms drops his pen. it rolls off the table and hits the ground Simms slowly looks up towards the tv. It was him, It was the Man in the White Mask. Barrett's clinches his fist 'He's dead.....he has to be dead I shot him, Anderson shot him...He has to be dead." Barrett's thinks to himself. All the other officers turn and look at Barrett as he stands up his face getting red with angry. "only that cocky son of bitch would do something like this..it's him..." he thinks to himself again. The Chiefs door opens and looks up at the tv and then everyone looking at Simms. The Chief points to Simms. Chief of Police: "Simms!" Barrett shakes his head and slams his fist down on his desk "I need to get this guy and end this once and for all!" Chief of Police: "Sit your ass down you are under orders to sit down and do your job. We have it under control, he is not going anywhere." Barrett looks over at the Chief "Chief he is playing with you guys look at him!" he points to the tv. "He is reeling you guys in like a fish. Don't you think he has a master plan on how he is going to get away?!" Chief of Police: "Sit your ass down Simms or..." Barrett pushes his paperwork off his desk making a mess. "Thats it Simms one more out burst out of you and your.." Barrett raises his hands "I am what? fired? demoted?" Barrett shakes his head "Sanchez take Officers Simms here out for some fresh air before his mouth gets him into anymore trouble!" Officers Sanchez walks over to Barrett and puts his hand on his back "Come on buddy" Sanchez says but Barrett jerks away "Alright alright I'm walking.." Officer Sanchez and Barrett walk towards the front door to get some fresh air, and to calm down. (I am trying the color thingy too now guys )
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2 pointsBeginning of a new era Wow, what a month; busy and exciting and full of promise! While the developers have been hard at work getting the Town Square module ready to go, I've been preparing our new office space and interviewing potential Asylum developers. We've raised almost $800,000, allowing us to expand in a big way and bring on loads of new talent. Asylum Entertainment's new home If you read my last dev blog you'll remember that we had just scouted out office space and had narrowed our search to one. Now we have the keys and I've been working hard to get it operational. I never want to see another hex key again! It's almost hard to imagine that we've been working on Identity with a team spread out around the world. The talent of our small team has astonished me. It's exciting to consider how finally working in a formal setting is going to boost productivity. Not only is working in an office such as this going to make it easier to work together, but we've been on a hiring craze. Having sifted through hundredsof applications over the past few weeks and interviewing dozens of skilled individuals, we've selected most new developers to join our team. Our programming manpower is now three times stronger. Finally, after all this time we're now able to afford a full-time community manager. Joining our team at the new office location next week is Identity's community manager, Brandon! You'll be hearing from him very regulary. We're committing to keeping you in constant contact with the development team. Keep an eye on our website as well as social media! Town Square on the horizon! With our new studio starting up next week and the new programming talent coming on-board, our goal of the Town Square release is getting nearer. It's big news: the official Town Square release date will be announced in the month of October. With all of the changes affecting our productivity in such a positive way, we need to see how everyone works together over the next few weeks. This will allow us to give our fans a date with which we can be confident. We've got the Twitch We wanted to give you a glimpse of the game development process and have been streaming on Twitch to show you how it's done. Four hour (or more) long streams have gone live since my last dev blog; keep an eye on Identity's Twitter for future stream announcements. We try to have at least one development stream per week. As a fan of Identity, one of the things you're going to enjoy most is the flurry of videos which will be coming soon showing off the social features of the Town Square. For a simple social module, there's a good bit of fun things to do! New in the Town Square Our lead programmer, Henrik, has been hard at work these last couple of weeks refactoring our housing system to make it more stable and better performing for the Town Square module release. Everything's looking great at this point and he's very excited to get a bunch of new help over the next couple of weeks. With more great talent joining our art team, we're producing assets and new environments at an astonishing pace. Interiors we only hoped to have in Town Square by its release have gone from concept to reality very quickly. Last dev blog I showed you the concept art pieces produced for the police station. The police station was something we didn't expect to be available in the initial Town Square release, but with our art team hard at work we're getting a lot done. Below you'll find the lobby as it is in-game. The police station in Town Square will be a place for you to learn about the policing career, but it will also eventually feature a shooting range for you to test the weapon systems in Identity. Police station lobby in Town Square Our character and clothing team has also been adding a large variety of things to wear in the Town Square. Both clothing and accessories are being added all the time. Note the attention to detail and excellent quality of the clothing pieces in Identity. New sweater clothing What's to come In summary, we've been moving along with Identity's development at a great pace considering the size of our team; however, our team is growing in a big way right now. New developers are selected and some are starting at the new office as early as this coming week. Once the new guys have been oriented and we get an understanding of their work, we're going to be able to analyze the tasks remaining and give you a release date for Town Square. This is a big deal; Town Square isn't all that far off now and we're already preparing and planning for the next module: SWAT. I hoped to release a video showing combat systems already, but most the remaining work for that falls on myself as the other developers are busy with the real systems for Town Square. I've not had much time over these weeks from preparing the office, so that's on hold a bit; my priority is getting the Town Square module into your hands as soon as possible. Because we're getting further along now, and with the added manpower, we're going to soon start releasing small gameplay videos showing off the different aspects of Town Square. Finally, Brandon is joining Asylum as a dedicated full-time community manager! Brandon will be keeping you up to date constantly. Our silent days are soon to be over! -- John VanderZwet Let's Make Identity Great! Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too. If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!
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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 pointWhat kind of music would you be interested in doing? I can sing anything, from a calm song to a hardcore screamo-type death metal apocalyptic type of song
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1 pointI think there should simply be a choice, if you want to play in either way you should be able to do so. Rpg's are all about choices, and giving people the option to explore, and use their imaginations.
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1 pointgl In-game name: Erik Timezone: CST Hours on Arma 3 (screenshot): https://gyazo.com/aa4c33b2c297ac57bced0e0fbc952f00 Previous gang affiliations: The whore house on 9th street Why we should accept you: If you don't imma shoot up a walmart Member who can vouch for you : Jwilly
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1 pointName: Jamal Maurice Appearance: Race/ethnicity/nationality: opposite of white Personality: gang gang gang Education: whats an education Sexuality: a guy Misc Facts: ? Background: broke lol this post is meant to be a joke dont take it seriously
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1 pointYes there will be an underwater eco system, as well as caves, ruins, shipwrecks, to explore, and apparently treasure hunting too. Fear not they just released an update, and we have to wait a lil longer...by the end of Oct they will give us a release date for the town square module. Identity will have many different environments, country, cities, small towns, forests, mountains, and much much more. As for shops and such that all depends on the player base. There will very limited NPC's in Identity. So clothing store and other types of shops will be player run.
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1 pointI want to be a developer, this is a topic that I'm been picturing in my mind during almost all my life, a simulation of reality. I love the general systems theory so I love simulations intrinsically, I like to be so much detailed in things because that theory, the one which says that everything is a subsytem of a system which also is part of a supersystem creating multiple levels levels of abstraction, I just feel that in my life I have to go for the lowest level, I like it so much it gives me a feeling of having a full knowledge of how things work. Due to that I always dreamt to develop a 3d modeled reality, starting at the instanced objects of quarks to form atoms and then particles, molecules, compunds, amounts, behaviors, environments, states of the matter and so on until reach the actual reality level of abstraction of the matter and then, release it as (paid or free) simulator of reality. You have taken that idea to a higher level of abstraction but it's actually the lowest level reached for a company to develop a game ever. I love it it fascinates me and you are going in the very right direction. I would love to be part of it, I'm a skilled developer at PHP, I've done small things in Unity mostly to get the knowledge to use it, I know ho to code in PHP, Javascript, Java SE/EE, C, C++, LINUX BASH, Some of C# (For Unity), But I would love to learn whatever it takes to be part of you as a developer I would do it for free if you just put me in the list of people who helped to build this, for software engineering I'm a certified Scrum Master, and certified Cisco Networker, I've sent messages to you already. Anyway, I just love Identity I can't wait to play it. Excellent job!.
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1 pointName: Hazel C. Mondoux-Larkin Appearance: 5'4, 22 years old, dyed blonde hair(usually a mess), pale skin. Likes black clothes, sweaters, dark wash jeans. Race/ethnicity/nationality: Unknown, White? Personality: Hazel is adventurous, and can be impulsive at times. She is a determined person, and hard-working. She doesn't take things for granted. She is distrustful of people and can be cold and aloof on a first impression, but she believes in loyalty and fairness, and always returns a favor. Education: Completed high school. She wanted to go to college but she didn't quality for the scholarship. Sexuality: Pansexual, she just got out of a bad relationship and isn't actively looking for someone Misc Facts: Has a tattoo of the Gemini symbol on her right shoulder blade. She has a dagger tattoo on her left arm. Background: Hazel was in the foster care system ever since she was a baby, her mother gave her up for adoption. She moved foster homes a few times as a young child, not remembering much from that time. When she was 9 she moved to her new foster home with her mother, Julianne Larkin. She lived there for the rest of her childhood. Her foster mother never legally adopted her but she considered Hazel a daughter to her. When Hazel was 18 she legally changed her name to Mondoux-Larkin. Hazel got in some legal trouble in and after high school, getting arrested a few times for shoplifting, possession of drugs, indecent exposure, and finally stealing a car, which sent her to jail for 11 months. When she got out she hooked up with her former boyfriend Gerad, wanting to turn her life around. Gerad was a druggie and a crook, who was abusive, but Hazel told herself she could make it work. She got pregnant, and due to a traumatic experience she doesn't like to talk about lost the baby. Gerad left her. Afterwards, she moved back home, and was thinking about her future and her children. She was worried about her genetics that she had no idea about. She also wanted to become a full Larkin, but felt she couldn't give up her Montgomery name without knowing anything about her parents. She pressed her foster mom for information, who dug up the files the best she could. It was a closed adoption, but there was some information written down. Her mother's name, Pamela Mondoux, and where she was from, Roseport. Hazel packed her bags and set off to Identity, hoping she could find her mother and learn about her past.
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1 pointWhat is said above is partially true. The developers would like to add a weight system in the future after the full game release but will not make it for the initial release.
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1 pointI am not sure but I would think only one type by full release, but it could possibly be more or I could be completely wrong.
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1 pointDifferent animations would be nice, but probably not top priority
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1 pointWhat abilities will officers have? For example grabbing people, tackling, setting them on the ground, etc. Will there be great animations for these as well? For the immersion and realism.
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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 pointI just hope everything works out with Identity, its quite an ambitious project. I get uneasy about it, but I am sure it will work out in the end.
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1 pointYes there actually is, they have confirmed it a while ago. You will be able to play instruments, sing whatever you like. You can book a venue and actually play for other players and make some bank!
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1 pointWow, what a month. It's been busy here at Asylum as usual, so let's get down to the interesting stuff! As expected, our current focus is on the Town Square so that we can get it out to you as soon as possible. We're finalising the interior of the library and art gallery (shared within one building) and adding polish to the environment. Once the clothing store interior is complete following that, the Town Square environment is ready to go. We'll continuously be adding more art after release though; specifically for house furnishings, decorations and clothing. In addition to the environment art, Miroslav (character artist) has been creating all sorts of hair assets which allow us to show hair appropriately when wearing a hat or helmet. This is a big task for him as it means making variations to match the hat options for each length of hair, but in the end it'll ensure your hair always looks as you'd expect when wearing headgear. Hair under a hat; work in progress Right next to the clothing shop you'll find a bicycle store where you can get a sneak preview of some of the bikes you'll be able to ride around in the full Identity release. We showed you a bicycle work in progress last blog post and now you can see the finished result of that below. This image will give you a rough idea of the detail level you'll see in Identity's vehicles. Ridable bicycle With more final systems coming online for the Town Square release, we now have functioning phones. Each player will start with a cellphone, although you'll be able to upgrade it with three mobile OS options available. The phone OS' each have a unique and interesting style. Characters also have a designated phone number assigned when they're created; you'll be able to get a custom number for a fee. These phones work just as you'd expect. You're able to dial up another player and speak with voice remotely. Businesses can even get a business line which, when called, will contact a member of that corporation who's online. Shot from an internal system test: advertising While the art of the billboard above isn't final, it gives you a very good idea of what you can expect in Identity for advertising. That's right, you can really publish messages around the world through billboards and other means. Corporations and those running for government office can purchase billboard space to help get their message out. You'll select a graphical template from a large list of options and then attach a brief message or other customization to make it your own. These billboards can also be moderated by the server operators. There are other similar advertising systems, too. For example digital road signs can be made to show custom messages by the current government. We can't wait to show you more of Identity, and we'll soon have that opportunity with the release of an overhauled website. Those current pledge packages are about to go away forever, and some of the rewards won't be available for purchase again after the new website changes. Also, follow us on our Twitch channel if you'd like to stop in and ask questions of the developers. On Tuesday, Wednesday and Thursday you'll find a few developers playing a random game from 4pm EST to 5pm EST. Ask any questions and they'll be happy to answer on stream. Catch some of Identity's developers hard at work and see how they make the magic happen: we'll be providing development streaming dates and times on Twitter, soon! -- John VanderZwet