Messofanego
Banned
Streams and gameplay footage are appearing on Youtube
Opening 13 minutes: https://www.youtube.com/watch?v=mJhfTnIJyd4
What the hell is that at the end, squidfly?! At least it allows you to hover in the air.
Streams and gameplay footage are appearing on Youtube
Opening 13 minutes: https://www.youtube.com/watch?v=mJhfTnIJyd4
Part of the interesting metroidvania-esque approach. Other skills and abilities beyond your moveset aren't things you unlock, but things you discover by learning how different creatures and items in the world behave.What the hell is that at the end, squidfly?! At least it allows you to hover in the air.
"procedurally generated animations" What does this mean? Ragdoll physics?
Part of the interesting metroidvania-esque approach. Other skills and abilities beyond your moveset aren't things you unlock, but things you discover by learning how different creatures and items in the world behave.
It's on the ps store? I couldn't find it the other day.
Them two tracks previewed in the OT are excellent btw, who did the soundtrack?
The second main dev. The way they did the music is really fascinating, what they called "junk audio"It's on the ps store? I couldn't find it the other day.
Them two tracks previewed in the OT are excellent btw, who did the soundtrack?
To create Rain Worlds distinct soundscape, the composers used a technique known as junk audio. Essentially the idea is to use everyday objects rusted tin cans, old car parts record the sounds they make, and then mash them together into a song. You take it, and you process it, and you amplify it, and it becomes something else, Therrien says of the process
Rain World features three and a half hours of music spanning 160 tracks, and it required thousands of junk sounds to produce it all.
For the most part, the sounds came from mundane objects: brake drums, a car radiator, old paint cans. Sometimes he would record people speaking, and then twist it so that it had a strange alien effect, while still retaining some humanity. It was to give it its own unique language, Therrien says of the reasoning behind using junk audio. As if a musical tradition had come out of this world. What sort of musical aesthetic would be created from this environment if given time?
Literally me recording us talking at the PAX booth and showing him the soundwave loading:
https://clyp.it/obyjx1dg
The same sample pitched down for effect and to create better material to grab from:
https://clyp.it/udnp13qu
Selecting audio points in that sample to capture from, i do this weird semi-randomized arpeggiated thing:
https://clyp.it/ddlxzmds
And from there the track takes shape. Adding percussion and other instruments (many of them also taken from that same audio clip, manipulated to suit my ends through sample and hold techniques or whatever):
https://clyp.it/v2v2et5r
Local multiplayer yes. Online multiplayer NO WAY (unfortunately). Given that all of the creatures in the world exist perpetually, the .net code for online multi would be MADNESS. Like MMO-scale. So unless Blizzard calls us up, there's just no way we'll have resources or knowledge base to pull something like that off.
Which provokes the question: Does there exist anywhere "online local multiplayer"
ie. The game runs on my computer, which is streaming the screen & sounds to you. All you have to send me are your controller inputs.
Like Playstation Now, but with your own PC as server...
Another reason why no online mp
Not at launch, devs are planning to add it as an update. They're still balancing itI've only slightly been paying attention, there's no multiplayer at all at launch right? It's going to be patched in or something?
Not at launch, devs are planning to add it as an update. They're still balancing it
But multiplayer has been a thing for years. You can find co-op GIFs from years back and videos of multiplayer matches from PAX 2014
This is cool and probably not something that would fly with your average publisher.This podcast episode talks with the whole team, discussing the origins of the game, how everyone met and got involved, the development process, PAX 2017, how the scope expanded tremendously after getting a publisher, the gameplay, getting ready for launch, and so on
http://www.bostonbastardbrigade.com/2017/03/nbnr-rain-world-special/
Some cool stuff
- The game attracted quite a few publishers during and after the Kickstarter, mostly larger companies, but Adult Swim felt like the perfect match
- Much of the original stuff, from the first music concept to prototype rooms, are still in the game.
- The slugcat design was just some early placeholder. They never expected it to appeal to people like it did
- The slugcat name came from a random YouTube comment someone left under a very early video
- The game was originally multiplayer focused. They hope to do hundreds of rooms for the future multiplayer update
- The slugcat plushies sell out every convention. People sometimes know "slugcat" before even realizing it's from a game or that Rain World is a thing
- Idea was to do a "de-empowerment fantasy". While in metroidvanias you start weak but become formidable, here you start as a prey and are always prey. Your growth comes from observing the world and how the ecosystem works
- Multiplayer is very hectic and chaotic. Head-to-head spear throwing and catching bats while creature hazards roam the arenas
Chris Priestman (Killscreen said:Rain World's backgrounds might be the best I've ever seen in a 2D game
TIGSource poster said:I started playing this game knowing very little about it (except that it looks great), and I was surprised to find how unique and fun it is. I think that there's a great balance between fun and challenge, and also between a sandbox approach and a more guided experience. Basically it's a sandbox game that you can finish once you get tired of living in Rain World (or so I understand; I've only seen 7 of its 12 levels so far). The sense of immersion is great, I actually feel like I'm living the life of a nomadic, adventurer slugcat...
It will be very interesting when the game comes out and people start figuring out its secrets and systems... I'd love to see what I've missed. It reminds me a lot of Dark Souls, though of course, this game has it's own thing going... Since I really like the game, I've been reading this thread, and it seems that the developers have invested a lot of time and effort into it, and you can definitely see that while playing. Well done! I'd be very surprised if the game didn't get glowing reviews all over the net, once it's released.
I got a review copy to write a review for a certain magazine...
Everything flees and hides. Even in the old alpha, when the sky would start getting dark, the lizards would run and flee into holes. The whole premise of the world is that these brief lulls are when animals can go out, hunt, and gather enough food to hibernate till the next lull.So without spoiling too much, do all the creatures need to seek shelter when it's about to rain? Or only slugcat (the player)?
Youtubers and reviewers have been posting impressions on Twitter for a few days now.Youtube people are already posting let's plays.
Not seeing it, does it have to propagate across regions?Pre-load is up on PSN, downloading it now. 1.6G.
Not seeing it, does it have to propagate across regions?
i dont like the graffiti to be honest, takes away from an otherwise otherwordly and mysterious setting
Embargo lifts tomorrow, 7am PDT/10am ESTDoes anyone know in how many hours reviews go live? Wanna pre-order with the discount but I'm not sure what to think
i dont like the graffiti to be honest, takes away from an otherwise otherwordly and mysterious setting