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[Sticky] Heresy Demo Comments and Feedback  

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DarkOne
(@sscadmin)
Supreme Dark Emperor Admin
Joined: 3 years ago
Posts: 6794
March 25, 2009 5:46 am  

Hi Everyone

This is a general comments section for the Heresy War demo. Let us know what you think of it. c0mas a developer working on Heresy War does check the site and he chimes in and if not, I will relay the info to him for some feedback. So go and play the demo and let us know what you think?

And I heard a little comm chatter that a beta might starting around summer time 😀 Make sure you checkout the Heresy War's website.

Download the Demo: http://www.dreambuildersstudios.com/Fil ... mo3_01.exe


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Pinback
(@pinback)
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Joined: 3 years ago
Posts: 7481
March 29, 2009 1:22 am  

I really enjoyed playing the demo,still haven't destoryed the Hararbinger which brings me to a couple of

quick points about the demo.The game say's I have too fire into the airlock but I not been able to

identify where the air lock is?.Maybe you should be able to lock onto it?,

My other point is,Ive been killed a few time because my shield bar seems to be outside of my peripheral

vision in the bottom right corner.It might just be me but I can't help feeling that the shield bar

should be where the enemy shield bar is in the hud and the enemy bar be on the enemy target reticule,If

that make any sense.

Great work too everone involved in the game and I look forward too see the finished game


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c0mas
(@c0mas)
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Joined: 3 years ago
Posts: 122
March 30, 2009 8:21 am  
Quote:
The game say's I have too fire into the airlock but I not been able to

identify where the air lock is?.Maybe you should be able to lock onto it?

Indeed 🙂 a lot of people reported this. We've decided that there will be no more unlockable objectives.

Quote:
My other point is,Ive been killed a few time because my shield bar seems to be outside of my peripheral

vision in the bottom right corner.It might just be me but I can't help feeling that the shield bar

should be where the enemy shield bar is in the hud and the enemy bar be on the enemy target reticule,If

that make any sense

There should have been a loud annoying sound (alarm like) when you're shields are down 🙂 but I guess a big shield/hull bar will harm no one 🙂


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DarkOne
(@sscadmin)
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Joined: 3 years ago
Posts: 6794
June 4, 2009 8:30 pm  

I know when I played the demo (mainly campaign mode) is this a solid look at what the general campaign will be like in the final version of HW? I am just trying to get a feel as to the direction HW will take in game mechanics. From what I observed the game will be scripted and the storyline will change depending on success/failure of missions. Now this isn't a bad concept at all because that is what made Wing Commander and Freespace series great games. The story and character development needs to have some depth to it.

Some things I still need to find out about HW is what freedoms do we have in the game world to do or even if there is a 'free flight' mode. Will there be some cutscenes to help with the story and voice acting etc... the graphics are coming along nicely and I very much like the modding capabilities that this game will have eventually when it is released to have the community make the content.

Can't wait for that new demo.... ah waiting.... so much fun 🙂


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Vaipa
(@vaipa)
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Joined: 11 years ago
Posts: 37
June 5, 2009 9:28 am  

The demo does indeed give a general idea of what the campaign will be. What we're trying to do is make every mission in the game stand out both as look and feel as well as in gameplay. The demo provided only a rough sketch of this. As you could see, each of the 4 levels , even if they were part of the same mission, provided a different environment as well as a different focus for the gameplay (defense, exploration and dogfight, capital ship assault).

What we put in the game recently, works well and will be available for anybody that will try to do mods for HW is the ability to have persistent custom data across missions. This means that, unlike Wing Commander, where the missions were static and their outcome made player navigate the campaign tree, you can have content of any mission depend on stuff from any mission. So, you will be able to make a campaign where some action from mission 1 (not only the mission outcome) has an effect in mission 7, or somebody could make a campaign with a squadron that is persistent throughout, and if a squad member is killed it will stay dead until the end, making the missions tougher and tougher. These are just a few examples of what can be done. I'm getting some cool ideas as I type this ;). Also, do not forget that the campaign is a mod for HW in itself, so everything we did others will be able to do as well.

Regarding story delivery, we will have cutscenes, but only in-game ones, nothing pre-rendered. Voice acting will also play a critical role in the story delivery.

Free flight.. we are focusing on delivering a compact single player experience. Free flight is more fitting for games like Freelancer where you already have a big open world that does stuff by itself.


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DarkOne
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June 18, 2009 3:17 am  
Vaipa wrote:
This means that, unlike Wing Commander, where the missions were static and their outcome made player navigate the campaign tree, you can have content of any mission depend on stuff from any mission. So, you will be able to make a campaign where some action from mission 1 (not only the mission outcome) has an effect in mission 7, or somebody could make a campaign with a squadron that is persistent throughout, and if a squad member is killed it will stay dead until the end, making the missions tougher and tougher.

This sounds great Vaipa, I think that new demo is coming.... will we see some of your teams hard work soon?

Vaipa wrote:

Regarding story delivery, we will have cutscenes, but only in-game ones, nothing pre-rendered. Voice acting will also play a critical role in the story delivery.

Will users be able to make there own in-game cutscenes and add voice overs to there mods?


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c0mas
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June 19, 2009 4:53 am  

Well, about the first question ... 🙂 there will be visible some work, but only from the multiplayer POV. Right now the bulk of the work is channeled to the level design (and level design support) for the single player campaign and this will only be visible in the full game.

About cutscenes 🙂 sure everything we done in the singleplayer campaign can be reproduced in any mod ... and perhaps even more 🙂 ... because we believe that our scripting/editing systems are flexible enough to help most of the "creative minds" implement their missions.


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DarkOne
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March 22, 2010 12:13 pm  

Just to let everyone know that the Heresy War MP demo is still being worked on. I didn't get a definite date from c0mas but they way it sounded in my PM is that it is coming very soon. Yeah I know there a little behind on getting the demo out but they have been working on polishing the game now and some minor story mission stuff. So DBS is getting close.... remember if ya need a beta tester.... i'm available 🙂


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SolCommand
(@solcommand)
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Joined: 10 years ago
Posts: 841
March 22, 2010 2:23 pm  

Good news m8. I hope they will also release a new trailer or some screenshots 🙂


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Jabberwocky
(@jabberwocky)
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Joined: 11 years ago
Posts: 116
March 31, 2010 5:41 pm  

I tried out the existing Heresy Wars demo, and quite enjoyed it. In particular, the ship controls and heads up display were very well done. They also did a really good job of being able to attack sub-elements of a ship. I wish this team well on finishing and releasing the game. They're a small team just like us on salvation prophecy, so I understand the dedication and effort it takes to create this kind of project on your own.


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DarkOne
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April 1, 2010 5:06 am  

c0mas and the rest of DBS team will hopefully have the Multi-Player demo soon. It will be much more polished and graphics will be better. You can get an idea of the updated graphics by checking out some of the screenshots in the threads or gallery.


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