They seem pretty approachable on Twitter. Chris Priestman asked them for a tip a few days agooh man i found something really cool and weird and i think it's from the narrative? really wanted to ask a dev what TO DO NOW OMG
but ok gonna go back and do something that i probably shouldn't...
They seem pretty approachable on Twitter. Chris Priestman asked them for a tip a few days ago
@rainworldgamedo i ask directly @rainworld or do they have personal twitters?
Can I play as the kid from Inside (or heart of darkness?) seeing cute animal things (and apparently their babies?) die gives me agida
Vita when?
Also it's a Unity game.My guess is there's about a 20% chance this comes out on Vita.
It's a pretty dead system.
Looks better than Andromeda.
Also it's a Unity game.
My guess is there's about a 20% chance this comes out on Vita.
It's a pretty dead system.
So whats the point of them even announcing it for the system? SmhAlso it's a Unity game.
So whats the point of them even announcing it for the system? Smh
It's nature, baby. Cute things die horrifically, suck it up.
its a videogame aka art, ie. entirely for gratification. its not the discovery channel.
dont need any more reminders about fucked up shit happening in reality, had more than enough of that and seeing a therapist for it.
If someones not into that you need to respect it, like i respect why people would enjoy it too.
It's interesting that the predator-prey visuals have such a brutal natural vibe because he was going for a more stylized cartoony vibe, but the physics and animations and AI kind of molded the game to how it is now.ummmmmm, that comment was in jest. Pls don't hurt me
On the other hand you did ask to play as the kid from Inside instead, as if that's better somehow [face_confused.jif]
Either way, I don't think it's a mistake that the cute little woefully underpowered slugcat protagonist left to fend for itself in a world of aggressive predators dies in unflinching fashion. The sound design, the animations, the slugcat's design juxtaposed with the way it's treated, etc. all point to "unease" as a major component of Rain World's atmosphere. I don't "enjoy" watching it get killed, you're not supposed to.
And funny you mention the discovery channel. I'm confident nature docs are an integral part of what drives the AI in this game.
That was from way back in 2012I'm usually hesitant to talk about art stuff (if it can be said with words, why the art?) but I guess I should explain what's going on here. I'm not making a horror game, but I'm trying to portray a world that is very harsh, and where survival has to be fought for. There is a twist though, that instead of realistic harshness I want it to be harsh, but in a slightly twisted, cartoony way.
Weird little creatures that you don't really know what's going on in their heads fit the game medium, because things will inevitably move a little jerky, behave a little uncanny. Better to play with this than fight against it.
Rain World is not a horror game, there won't be excessive amounts of blood or violence for the sake of it. I will however do my best to convey a very different world, where strange creatures live and hunt, and if aspects of this are creepy, I'll go with that.
On the other hand you did ask to play as the kid from Inside instead, as if that's better somehow [face_confused.jif]
It's interesting that the predator-prey visuals have such a brutal natural vibe because he was going for a more stylized cartoony vibe, but the physics and animations and AI kind of molded the game to how it is now.
Funnily enough, the slugcat design was just placeholder. It never was the plan to keep it as the main character
That was from way back in 2012
i'm pretty sure they canceled that early on
Wait, is this true? I thought Vita was confirmed for some reason.
It's interesting that the predator-prey visuals have such a brutal natural vibe because he was going for a more stylized cartoony vibe, but the physics and animations and AI kind of molded the game to how it is now.
Funnily enough, the slugcat design was just placeholder. It never was the plan to keep it as the main character
That was from way back in 2012
yeah, i dont have a kid thats died in a traumatic way or maybe that wouldnt be better...
The game looks really neat though, and less fucked up than Snowflakes Chance which was definitely designed with that kind of appeal. Many games I cant play any more because of these kinds of themes, but thats entirely on me.
doomguy killing hordes of demons because they killed his bunny though, doomguy is my spirit animal
Quite literally. The world acts independently of you. And when you die, the game doesn't fade to black; instead it follows your killer as it travels across screens to a den or gets into fights or gets killed itself.The difference here that we're directly in control of an animal that's fairly low on the power level chart, so we connect to it more despite the game's world being completely indifferent to what's happening, as it should be.
Not dead here, but you get the idea. Captured that from an old alpha
Heh. I mean, I get it, but I don't see Rain World as some kind of gratuitously violent kind of thing. It moves like a real time predator/prey scenario from a nature documentary, and like those, the point isn't to revel in the kill, but accept that nature just is. The difference here that we're directly in control of an animal that's fairly low on the power level chart, so we connect to it more despite the game's world being completely indifferent to what's happening, as it should be.
its entirely fictional, and I have the choice to not play something that makes me feel bad
I didnt say it was gratuitous, quite the contrary. "just accept nature" doesn't really make sense when its a sentient slug cat carrying a spear around like a person. Its entirely fiction for the purpose of enjoyment, which is completely subjective. Not really any point arguing.
I only brought it up because it otherwise looks fascinating to me.
For the record Ori and the Blind Forest is one of my favorite games, but they made the decision to just have you turn into light and respawn.
Although he also seems to be finding it too hard (controls and checkpoints)Looks like the RPS reviewer is having fun
https://twitter.com/Brendy_C/status/844679258765189120
(Shows a creature that you would have seen if you have followed the devlog/this thread)
Quite literally. The world acts independently of you. And when you die, the game doesn't fade to black; instead it follows your killer as it travels across screens to a den or gets into fights or gets killed itself.
I'm glad they kept that from the alpha. Some of the coolest stuff happens after you die and you just get to observe the world in action.
Not dead here, but you get the idea. Captured that from an old alpha
its a videogame aka art, ie. entirely for gratification. its not the discovery channel.
dont need any more reminders about fucked up shit happening in reality, had more than enough of that and seeing a therapist for it.
If someones not into that you need to respect it, like i respect why people would enjoy it too.
Checkpointing is easy to get wrong too, so hopefully it's not too irritating.
When you die you go back to the start of that day's hunt, in your shelter. That can mean quite a lot of lost progress. I've seen some exasperated youtube/twitch streamers.
Seems about 10 to 20 minutes, depending if you die by animal or by the rain. I had commented about that concern in the devlog, mainly because it seemed kind of frustrating that the game didn't save after you cross into a new region. To be fair, they tend to have shelters pretty close to region entrances.When you die you go back to the start of that day's hunt, in your shelter. That can mean quite a lot of lost progress. I've seen some exasperated youtube/twitch streamers.
Wait, is this true? I thought Vita was confirmed for some reason.
Thats the worse thing about being a vita owner. Games get announced, then you dont hear anything about them for years. Lol smhMe too, I really want a Vita version. 🙁
When it was announced, Vita was still pretty thriving. Similar situation to Wii U version being cancelled in favor of SwitchThats the worse thing about being a vita owner. Games get announced, then you dont hear anything about them for years. Lol smh
So the solution we came up with is that basically we're designing everything around a few key 16:9 and 4:3 resolutions simultaneously as to accommodate things like the PS Vita
i'm not 100% sure so more_badass can correct me on that, but i *think* the vita version was canned. Sorry if i'm wrong in advance
You reload at your last shelter.But when you die, besides observing, are we supposed to quit and start a new game then?
Also what are we gonna do with the pups? Will we have to guard them and feed them?
As you can see the green one is quick to grab a spear and kill me. The others are just trying to flee. You may also notice that the green pup doesn't throw the spear until there are no siblings between it and its target - me.
...The pups have different personalities, and the green one is the violent, heroic and brave. When you find them he is holding a spear, and guarding the others.
Embargo lifts the 27thAlthough he also seems to be finding it too hard (controls and checkpoints)
Do we know when the embargo lifts?
i like:
-the world
-the art
-the creatures
i don't like:
-the controls
-the checkpoint system
-the giant underwater creature
i hope you like bad checkpointing and slightly annoying controls! (It's still p gud)
What are the controls?
Embargo lifts the 27th
Here were his other tweets
Up down left right, jump, grab, throw.
There are "special moves" much like Mario 64, eg. Wall jump. Crouch then jump to do a long leap. Run, change direction and jump to do a backflip. And so on.
I haven't played the final game yet, but I'm going to make a dreaded Dark Souls analogy here. From what I've seen and played of earlier builds, the idea here is the same mindset that devs in Dark Souls want you to have, that "is it better to press on or play it safe and return to a bonfire?" thought process. Risk versus reward, while here also encouraging you to not be reckless and to learn the rules of the world.So..that is annoying?
Also yea checkpoints can be bad, how are they in this?
yeah i agree, it's really fair once you understand the rules. What i love is how much stuff there is to discover. I'm 20 hours in and still finding out about things that i could do or use right at the beggining
The frustrating part is losing progress because the game only saves in shelters. However cycles seem to be relatively short, like around 20 minutes, so you aren't exactly losing a ton of progress. And that's if the rain gets you. If it's a creature, you'd lose even less.yeah I have, and its really tough. But not in any unfair way though, you know how you screw up when you die.
My first couple of hours were really brutal, like basically making no progress at all until I undestood better the rules of the world. Now Im more into it, but I still dont get a lot of stuff and Im dying a lot lol
So..that is annoying?
I haven't played the final game yet, but I'm going to make a dreaded Dark Souls analogy here. From what I've seen and played of earlier builds, the idea here is the same mindset that devs in Dark Souls want you to have, that "is it better to press on or play it safe and return to a bonfire?" thought process. Risk versus reward, while here also encouraging you to not be reckless and to learn the rules of the world.
The frustrating part is losing progress because the game only saves in shelters. However cycles seem to be relatively short, like around 20 minutes, so you aren't exactly losing a ton of progress. And that's if the rain gets you. If it's a creature, you'd lose even less.
The risk also lies in the food system. You only need four pieces of food to be safe, but can collect seven. Collecting extra food means you need to find less during the next cycle, plus you can bring food into a shelter. So the risk of gathering more food lets you explore more freely next cycle.
Adult Swim just sent the PR with the Opening Cinematic for the game
https://www.youtube.com/watch?v=02jugX1B5M4&feature=youtu.be
"It's way too large. You know how in procedurally generated games, like in Minecraft or something like that, you really get that sense of exploration where you're moving, you're uncovering things and it feels really immersive, you really get wrapped up in that sense of exploration. I love that, but I hate how 'grey goo' it is with the procedural landscapes and terrain, where there's just nothing interesting. There's no peaks and valleys, there's no hand-crafted sense."
So I had the bright idea of doing something that was procedural in scope, but hand-done. So this game has over 1,600 rooms, all done by me, all hand-pixeled, all of it, every square done by me, and that took a long time. I think we really achieved that sense, and I'm proud of it, but I was cursing my past self often for making me suffer through all of this"