Leaderboard


Popular Content

Showing most liked content on 03/13/2018 in Posts

  1. 2 points
    So after i just saw that the game got Delayed again this is my end. I will not check the forums anymore (except on the last day of April) im tired of this. Promised too much : given almost nothing. Last video wasnt any good either so well... BAIIIII everyone and have a great time waiting for this ( maybe it happens in 2020 or at the first puplic opened Space Station, who knows.) I was right. It was just like Interstellar Marines.
  2. 2 points
    No, Civilians cannot get police equipment/ clothing or cars. No undercover cops is no civilians having any use of such items. If you want to make / do private security, then you have to get weapons, there are zip ties and so they could be used instead of cuffs but no police uniforms or police cars will be usable by civilians. You have to provide your own things and also no body armour for civilians either.
  3. 1 point
    So just to clear this up; This video is not intended to bring hate to the developers but more to show them what the community wants and give them some recommendations on what they should do! Leave your opinion; agree or disagree with my points on here on in the comments. Thanks- Aaron.
  4. 1 point
    I upvote this thread.....Stop delaying everything. No matter what it is you guys always end up pushing it back for unknown reasons and you aren't giving us enough info to go off of.
  5. 1 point
    Your character will disappear after a timer of like 30 minutes.
  6. 1 point
    Personally, I don't have a lot of experience in terms of how development teams work; however, I have a couple of thoughts on this. Generally, there are going to be different departments and different stages of development within an entire team. You have codes, world builders, artists of various kinds, etc. These sections require different times of development. Obviously, the 3d stuff is going to be among the most intensive and lengthy of this timeline. However, there also then comes a time where you then put these assets together. This means less actually creating the assets and more of actually putting the assets into the world. This also then means the people creating the actual assets would not have anything else to do if it's someone else building the world. Do you just send those people home or do you get them to work on the next set of assets for the next module? The later is going to be much more efficient. Now, I don't know if this is actually the case, but if they are working on the swat assets now, I'm inclined to think that. Another point I want to make is that this is a long term commitment and an overall goal. The Town Module is just one module and a method to temporarily please us as the game continues development. But, because there is an overall goal in this, it would be pointless to only make a Town Square and ignore the general framework that the game itself is going to be. Therefore, it is also going to be more efficient for them in the long run if they work on the framework of the game while also working on the Town Square. I think in the end it's important to have patience and realise that, just because they have assets for the next module started, it doesn't mean they're not putting all of their other resources towards the Town Square. There are different development phases afterall as I've already mentioned.
  7. 1 point
    It's been delayed to April. I guess you didn't read devblog 15.
  8. 1 point
    Crime Doesn't Pay, This Time Earlier this month we released a quick and raw gameplay video showing off an interaction in a rural area of the world. The art in the video is very much in development, but it's a great way to see some of the features and how they work. You'll get a glimpse of a drug production mini-game, the computer system used by police officers, and more. For this dev blog I wanted to toss in a couple clips that didn't make it into the video; all in glorious GIF form. The environment shown in the video is actually quite old. For example, those trees have been in use for a couple years of our development. The character animations (in fact, the entire way you control the character) will also be much different when you get into the Town Square. To give you an idea of how our art has progressed over time, see below one of the older placeholder trees, as is seen in the video, compared to a more recent tree which will be found in the Town Square. The Finishing Touches As you'd expect, our priority for the last month has been getting the Town Square ready for play! We've been working overtime getting everything into place, and it's shaping up very nicely. You'll see from the image above that our artists have been producing absolutely incredible assets. In my own opinion, it's the nicest looking environment I've ever seen in an MMORPG to date. With the original release date for the Town Square quickly approaching, it's become evident that we're unfortunately going to have to push the date back, although the delay will not be long. More work is required to ensure that the launch goes smoothly; we need time to reinforce our server structure and do more internal playtesting. The Town Square will be released to all Founders (and above) one month later on April 23. This is an unfortunate reality of game development, but we want to make sure you get a quality product which isn't rushed out the door too soon. To help ease the pain of waiting for a taste of Identity, we're going to start throwing more media out for you, including a Town Square trailer video overviewing the features you'll find inside. Making it Big! We recently hit the incredible milestone of $1,000,000 USD raised! In fact, right now as of this writing we're in at just under $1,025,000. The support from our community and pledgers has been absolutely incredible. I wanted to take this chance to say thank you; it's because of you that Identity is becoming a reality. The game we've all wanted for such a long time is coming. Around the Studio We're in overdrive over here, working hard to get the Town Square ready to go! As I sit here in my office typing this blog post, Andrew is finishing up the new character creation system. The user interface Artur made is beautiful. I couldn't be happier with the new UI systems he's produced following Scaleform's demise (our old middleware which is now dead). The biggest change here in the office this month is the addition of Mark (who the community has dubbed Marker), our resident graphic designer. He's pumping out amazing art for in-game brands at an incredible pace. This will translate into all sorts of clothing brands and patterns, wallpapers and much more. He'll be bringing you a whole lot of customization options throughout Identity. The real big news, though, is the birth of our lead programmer Henrik's (Sone) new baby boy! Be sure to congratulate him if you spot him on Discord. He's probably too tired to read, though. Liam has been getting a lot done on the new Identity website, too. You'll be seeing the launch of this new website quite soon, and it's going to bring a whole bunch of new options and features for you to enjoy. The Twitch Clips If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday. We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity! -- John VanderZwet