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4 pointsIdentity now has 26140 people within the community. https://identityweekly.weebly.com/recreation/identidad-island-population-reaches-26000 For source material, please review the shop below. http://www.identityrpg.com/shop/
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4 points*Added Day 10 *Added a new "Progression Pictures" section to the post. Due to the high number of views on this post, i have created a section where ill be comparing progression side by side every five days. So people can kinda get a understanding on how the game is progressing each working week. I'd also like to take the opportunity to thank everyone for the support and positive comments on the post, I'll do my best to keep everyone up to date with the latest dev tracker developments. Peace ✌
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2 pointsI actually was against the devs, thinking they were scamming us until Paratus responded to my criticisms. Completely changed my opinion of the whole thing. This is an early access game, and while I still think they should have done a lot differently, I am 100% with them now. They didn't give a new release for the TS module, which some people find annoying but I actually praise them for it. It is what they should have done in the first place, don't set yourself unrealistic deadlines. They completely deserved the hate they got for both delays, but they completely deserve some praise for not making the wrong decision again. I am back on the side of the devs.
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1 pointAnnouncement I will no longer be updating this post because of full-time work. I simply don't have enough time to do it every morning. I know i said i would be updating this post daily but i just cant anymore. Thank you to everyone who has been positive in the comments, I'll see you in town square Hello and welcome In this post ill be keeping everyone updated with the tasks that are completed everyday from day 1 until we have a release date. Ill try my best to go into detail and give my open minded opinion on the tasks Day 1 When looking at day one you see all these tasks that need to be completed, It does seem scary to think that we could be waiting a while. Day 2 Now comparing day two with day one you begin to see some decent changes, not much but it's still progress non the less! Environment: As seen in the picture developers have taken one more task on board and are working hard to get them done. Props: We can see that all the props are now finished for Town Square. Technical Art: We see here that the developers have taken one task on board to work on. UI & UX: Big step forward here, you can see within a day one of the tasks has been completed and the rest are in the works. User Interface: We see one task being taken on board today. Day 3 Day 3 is looking to be a nice step forward in development on the tasks, Looks like all 2D graphics are done and dusted. 2D Graphics: All the tasks have been completed and we can see some more help with other tasks. Technical Art: We see developers have taken one more task on board to work on. UI & UX: One of the tasks has been completed and only one more remains until UI & UX are all done. Gameplay: One of the tasks has been done and the developers have taken one more on board to work on. User Interface: We see one has been completed and developers have taken one more task on board as a result. Day 4 Day 4 is looking to be a little bit slow in terms of progress, this just means more work can be done tomorrow! Animation: All the animation work has been finished and we can expect more people working on other tasks. Character Art: Seems like the developers have taken this task on board and hopefully we can see this finished by tomorrow! Systems: Nice progress there today, 2 tasks done and a nice step towards completion. Day 5 Day 5 overall looks like a nice day for development, doesn't seem like we have encountered any setbacks. Environment: Developers have completed one more task here, and as a result we can see they have taken one more task on board to work with. Technical Art: We see here that the developers have completed one task and taken another one on board. Gameplay: Here we see that developers have completed one task and have taken one on board as well as testing another gameplay aspect. Day 6 Day 6 is looking like another nice step forward in the development process. Technical Art: We can see developers have completed one task and have taken another one on board to work with. Bug Tracker: As shown above we are seeing some nice movement in terms of bug fixing, we see that two bugs have been fixed. Gameplay: Developers have taken one more task on board to work with here. Day 7 Day 7 looks like a little bit of a slow day today, maybe because its Friday? Technical Art: We can see one task has been completed here and another one has been taken on board to work on. Bug Tracker: Developers have completed one more task on the list in terms of bug fixes. User Interface: We can see that developers have completed two tasks today and haven taken another one on board to work with. Day 8 Day 8 looking like a lot of progress has happened, especially for a Monday. Environment: We can see here that developers have brought two of the tasks into testing stages. Technical Art: As we can see from above, developers have completed one task and taken another one on board to work with. UI & UX: Another green bar! We can see everything here is now finished for the release. Systems: We see that developers have taken one new task on board to work with here. User interface: We can see that developers are now testing on of the features here, hopefully done tomorrow. Day 9 Day 9 overall is setting up to be a nice start to the week in development. Environment: We can see here that developers have completed two more tasks, with one more in progress and one in revision. Gameplay: In terms of gameplay we can see one more task completed, another in testing and one more taken on board. User Interface: We can see that one more task is now being thrown in the works and tested. Day 10 Day 10 looks like a one step forward and two steps back kinda day. Environment: We can see that there is one more task completed and one still in the works. Bug Tracker: We can see one new bug has been added to the list. Gameplay: As seen in the picture above, we can see one more task complete along with one more in the works. In addition we have one more added to the list. Day 11 Day 11 looks like we are back on track at slow but steady pace. Technical Art: We can see developers have taken one more task on board to work with. Systems: As seen in the picture, one task has been completed with one more in testing. User Interface: We have one task being put into the works for developers to work on. Day 12 Day 12 looks to be a bit of a weird day. Character Art: Seems as though developers have taken it out of the task tracker, Maybe it's no longer needed? Bug Tracker: One more bug has been completed here. I have no idea whats going on, maybe Friday is a lazy day? Notice: From this day onward until day 19 i was away due to a sudden family tragedy, that's why you see a sudden jump in the days Day 19 Day 20 Day 20 looks like a rather slow day, considering we are getting into the coding aspect we can begin to see these slow days occur more often. Gameplay: We see that developers have taken two more tasks on board to work on here. User Interface: We can see that developers have added another task on the pile to complete. Day 21 Day 21 looks to be at a slow pace compared to last week. Technical Art: We can see one task has been completed here. User Interface: Looks like one task has been put into testing phase. Day 22 Day 22 is your typical Friday work pace Systems: We can see that all systems tasks have been completed. Day 23 Day 23 Is a bummer in terms of progress. No progress was made today. Progression Pictures Days 1-5 Side By Side (Click) Days 5-10 Side By Side (Click) Days 1-10 Side By Side (Click) Days 10-20 Side By Side (Click) Days 1-20 Side By Side (Click) Summary Looking at the images above you can sort of see the development pan out at a decent pase so far, keep in mind that the more tasks that are ticked off means more man power for the rest of the tasks. With the data above 54 total tasks with an average of 5 being completed a day, i can assume the game COULD be ready for launch in 14-20 days. taking into account the extra man power when tasks are done. This is also assuming developers dont run into any major setbacks. I will try to keep this post up to date with daily updates on the tasks, Also giving my opinion on the day. In the mean time i want to know what everyone else thinks about all these tasks? Will there be more put in? Will the pase of the development speed up? Let me know what you think down below! Helpful Links https://docs.google.com/spreadsheets/d/1HE14PqMDiLEVKomb7ZC9sQYyQQ6M3vZcCTs7idZjDQY/edit?usp=sharing Change log: *Added Day 1 *Added Day 2 *Added Day 3 *Added Day 4 *Added Day 5 *Added Day 6 *Added Day 7 *Added Day 8 *Added Day 9 *Added Day 10 *Added Day 11 *Added Day 12 *Added Day 19 *Added Day 20 *Added Day 21 *Added Day 22 *Added Day 23 *Character Art has been removed from tracker. *Added a new "Progression Pictures" section to the post. *Made post more detailed and easy to understand. *Added Progression Picture 10-20
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1 pointThe time draws near! In the last dev blog I sent out, I mentioned that we were going to announce the release date for our first playable game module, the Town Square. Those of you who follow our Twitter and Twitch streams will have already learned this date. It's a very exciting and important time for Identity; we're fast approaching the time where you'll first step foot in Identity's grand world. We've crunched all the numbers and can now say with fair confidence that the Identity Town Square module will be released, to all backers with a $30 or higher pledge, on this coming March 21st. What will you find in the Town Square? The Town Square is a social game module. You'll be able to create your character, which may be transferable to the retail game after release, and meet hundreds of other Identity backers in the town square of the clean and quaint city of Ash Hill. You'll be able to talk to those around you, add them to your phone contacts and have full phone and IM support to stay in touch. You'll find a completely functional cinema playing full movies around the clock, a karaoke bar to show off your skills (or see me making a fool of myself), a working restaurant, art gallery, shops and more. The biggest single feature is the housing system. You're getting a taste of the full and complete player housing mechanics that you'll find in Identity. Everyone will have access to a tiny apartment, but those who pledged for higher rewards will be able to check out and decorate their larger spaces. It's a preview of what you'll have in the full game. Invite friends to your place and party it up! After the initial release of the module, we'll continue to add features to the Town Square as they are completed in development for Identity. Barbershops and tattoo parlors will let you customize your character further. A garage will let you sample your vehicles. You'll even get to test your ability with firearms in the police shooting range before the SWAT module is released. For me, one of the most exciting parts of Town Square is just to get inside the game and finally get a feel for Identity and how it plays. Check out a few of the Town Square work-in-progress shots we've released in the past. It's been a long road for the development team here at Asylum, but we're almost there! Flexing our new manpower Productivity has skyrocketed with our new office. We're working better and there are now many more of us knocking out code and assets each day. Our programming team has expanded with Charles and we're still hiring more. We've brought three new and incredibly talented 3D artists on board as well as a new technical artist. Brandon, our new Community Manager, has been hard at work keeping you in the loop. These guys are all proving their worth each day and I'm extremely excited about where Asylum is going. Looking to the future With some of our Town Square art wrapping up now, we're beginning to shift a bit of our focus to the second module: SWAT. The SWAT module will be a team vs team competitive shooter using the combat mechanics you'll find in the full Identity release. Expect combat to be slower and more realistic than most similar games. You'll learn much more about this module as work progresses. Above is an MP5 sub machinegun which will be used by the SWAT forces. This particular model was created from scratch in a matter of days by one of our new artists, Dan. The awesome talent of our art team is undeniable! -- John VanderZwet
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1 pointCommitted to the Asylum Wow, what a month. This has been the busiest, craziest month we've ever had at Asylum Entertainment and the hard work is really showing. Most of the guys here at the office have been putting in a lot of overtime hours to get the Town Square module ready as soon as possible. I myself have been working half my time as a programmer, tossing some cool new systems together. I really, really can't wait for everyone to see what we're putting together! For the past few days my personal pet project has been a total overhaul of the character control and animation system. We're working on getting new animations entirely, but it's amazing how much nicer character movement looks right now after some extra TLC. In the past Identity videos, you'll notice the camera is always locked behind your character and you rotate the character with the mouse. Now, movement is a little more like games such as Grand Theft Auto in which you can run toward the screen or parallel to it, too. If you're holding your forward run key/stick, it'll play like before. It really adds a much better sense of control. Alternatively, when you're in combat mode (weapons or melee), the view is again locked behind your shoulders. None of this applies to first-person view, of course. We've been putting a lot of time into polishing and enhancing character creation and customization in preperation for the Town Square launch. I wanted to share a screenshot to give you an idea of the extensive customization options available. You can control your gender, race, blemishes, hair and a ton of facial modifiers. You can select from a couple dozen pieces of clothing to start in, too, but most will have to be purchased at a shop. Character creation work in progress I've been waiting a very long time to see Identity in the state it is right now. We have a powerful new server making nightly builds for testing on Steam and everything is beginning to have that good polished feel you expect in a real, released game. There's still work to be done but it's an incredibly exciting time for us here. Sooner rather than later There are all sorts of features we want for the Town Square which were always planned to be added months after release. With art development moving at a faster pace than I ever anticipated it would, given the relatively tiny size of our team, it seems that we might be able to include some of these features sooner than I expected. Some of these features, which should be ready somewhat soon after Town Square is available, include tattoos, haircuts and even the shooting range. Tattoo shop (WIP) Tattoo design and development progress (WIP) A look inside the Asylum In keeping with our committment to transparency and open communication with the community, our new website will soon be launching (even before the Town Square). The new website will have all sorts of shop options for you to check out, but one of the more interesting aspects will be our development tracker. We're going to be showing you exactly where our development stands in regards to each milestone, such as the Town Square release. You're going to see live data showing what we're working on and how long we expect each element to take. Then, following the Town Square release we'll keep this going for each future development milestone. It'll sort of be like looking over our shoulders in the office yourself. 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
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1 pointNote: If you feel your party has been misrepresented, please forum mail me about the issue. All scores are subject to frequent changes as we clean things up, or add new policies to the various parties. Any party with a score 75% or above is eligible to join the CCU. The CCU provides these scores to help conservative minded votes pick their candidate or political party. It also gives them a brief overview of the other parties. Member Parties: none. please contact the chairman to join this coalition. ___________________________________________________________________________________________ LAST SCORE UPDATE: 4/11/2018 ___________________________________________________________________________________________ Lucious Times ~ CCU Score: 77% Against large social security + Pro-Capitalism + Against (direct) Income Tax + Supports Tort reform + Pro freedom of religion + Pro School choice + Pro large environmental restrictions on the private sector - Against gov. Healthcare + Pro U.N - Supports an Income tax - Supports Private Property + Pro 2nd Amendment + Pro free speech + DLIMIT (P.R.P) ~ CCU Score: 12% Supports restrictions on speech - Supports social security - Against capitalism - Supports 2nd Amendment + Supports income tax - Against privatized healthcare - Violates private property - Pro Communism - FrancePourLaVie (FRONT NATIONAL) ~ CCU Score: 92% Supports an Income tax - Supports a flat tax + Against large social security + Pro-Capitalism + Supports Tort reform + Pro 2nd Amendment + Pro freedom of religion + Against gov. Healthcare + Against the U.N + Supports Private Property + Against the Death Penalty + Pro free speech + FRIES ~ CCU Score: 0% Supports an income tax - Supports a minimum wage - Supports government run healthcare - Supports gun control - Freedom & Prosperity Party ~ CCU Score: 100% Supports 2nd Amendment + Supports free speech + Pro Capitalism + Pro 4th Amendment + Against the Income tax + Against gov. Healthcare + The Hamilton Party ~ CCU Score: 33% Supports government run healthcare - Pro Freedom of Religion + Supports an Income tax - (not enough public information on the issues we cover to have an accurate score: score will likely be updated soon, and is subject to change) Radical Democratic Left Party (RDLP) ~ CCU Score: 0% (Not enough public information / not a serious party) TTP ~ CCU Score: 0% (Not enough public information / not a serious party) Why should you join the CCU? The CCU is one of the oldest political organizations. We provide conservative parties with the resources they need to win, and the citizens, the resources they need to stay informed. As a candidate / party The reason a candidate would want to join the CCU is clear. Providing that you agree with the majority of our platform, you have a direct way to almost automatically get recognition by our members. If endorsed for office by the CCU, you automatically receive an advantage against others on the ballot, how? Because members of the CCU will likely vote for you, since you share the common goals of this political organization. As a citizen As a citizen it is hard to stay informed politically, the CCU aims to help you differentiate the candidates. Candidates endorsed by the CCU share the views of our platform. This means you automatically get to know a little bit about who you are voting for, helping you make an informed decision.
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1 pointBecause no! I speak for myself when i say i dont want the 1st module released too early cause all the casuals come and play and just bitching about the bugs then some idiots make YT Videos where they talk about the shitty buggy Identity module and no one is still interersted in this game cause this is how our society works nowadays. Give them devs time for the 1st module cause no one wants a totally bugged module. If you want to know what i mean search for: Downtown Game on YT and you totally know what im talking about to early releases.
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1 pointYour pledge package states Passport(Full Game), Beta if you have Founder. You will have no need to purchase anything if you already pledged. If you have Founder you get access to 3 Modules, Town Square, S.W.A.T. and Racing module. After those will be before the Beta and then comes the full game release... Note (Passport = Full game on the full release)
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1 pointArk is one of the games the devs said a while back, as it also uses Unreal Engine 4. And I’m not taking about TS, talking about full game. TS will be a lot easier to run.
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1 pointI was thinking the other day about how slow the community grew and the rough start it had. Though I was the foundation of this community I must give credit and say that had it not been for @KIRBYDUDEand @Micky_Tohmpsonthe community wouldn’t be where it is today!
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1 pointThis is great to hear! I'm glad you are here to stay. I'll see you in the Town Square!!!!
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1 pointThe modules may not be Beta but they are what you get if you pledged for Founder and above before the actual Beta. Also pledging is not purchasing, you are pledging early on and in return the items on that pledge are your reward for helping out early on in development. Not a purchase. (Just to clarify what a pledge is)
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1 pointOnly a dead Bug is good Bug. I hate bug’s, let‘s see what happens today
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1 pointThank you for all the work you have been putting in moderators! I cant wait for town square module! Keep up the good work!
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1 pointI agree. I think there were too many threads that were closed needlessly early on but I think they have the right balance now and everything stays respectful.
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1 pointWell it won't be like a tiny walk, but it won't be a giant walk. It really is hard to tell generally.
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1 pointWelcome to the community, Techtu! I hope you'll have a good experience in here. If you have any questions in mind, make sure to check out the useful links inside my signature or just ask! We're happy to help. Cheers, Cayn
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1 pointHello there, im also from belgium, i also like bikes and wonder what they will offer to biken and also cars with customization. i also played a ton of arma rp
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1 pointI'm exactly where I was when I first came across this game early last year, although that's not to say I'm 100% expecting this game to release and I never have been! I know how crowd funding works and that will be the same after the release of TS and up until full release. I however am not particularly worried about delays or the regression from release date to task bar (if I'm honest, I think that's probably the best thing the Dev's could have done IMO). I've backed and followed games which haven't had delays and failed dramatically. I've backed and followed games which have been plagued with issues and delays and been successful we all like to speculate but ultimately it comes down to the motivation of the Dev's and all this nonsense, second guessing and repition on the forums won't help. Will wait and see, but a good few of the community fail to understand is that there's an inherent risk in backing early and if it's not money you can afford to loose (or simply don't want to) don't pledge...just hold out and wait for the full release.
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1 point1: People need to understand that if Town Square isn't hyped up to what it has been, they aren't going to be able to get my money to hire more developers. If you want Identity to be the game you want it to be, Wait. 2: Now new tasks have not been added since the tracker was released, not only myself but other members of the community have been taking down data and reviewing every single day since the tracker was put up. 3: turn off caps...
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1 pointActually my friend there aren't new numbers being added. Paratus himself said those there are the only ones we need to complete the town square module. Please no fake news..... Thanks see you in the town square!!!
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1 pointThis topic is going nowhere, the dev's already said what had to be said. If you are not happy with it nobody is going to be able to help you. I do get your point. And I am not mad if the dev's decide to give us something for compensation but they do not have to.
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1 pointCrime 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