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Everything posted by Seth
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We've added in map cache into the client to reduce FPS lag, it is still being worked on. There also has been many optimizations, we will be adding a cluster server technology to utilize multiple servers to share resources.
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You are a very talented developer yourself, we could use some help definitely.
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The alpha was postponed, we are going to shift to an open Early Access model where people who have Early Access can play as we develop it. Once we launch Open Alpha 3, the game will be available to all. We are hoping to get the game completed enough for Early Access soon. There will be an announcement on the site when we launch the new model, and then we will enable people to buy Gold Member again. Earning Early Access can be done really easily, until we shift to beta then it will not be. When we shift to beta, Early Access will be a rank for selected testers instead of people who are early testers. Twitter login. Fullscreen. Misc. systems and bug fixes. These are our three major changes we need to be done before we release it early. Content is not complete, we will not have quests or anything like that in alpha. We are going to focus instead on replay value such as events, PvP, and arena (dueling). We had basic quests and dialogue for testing, but none of that was real content we were going to keep. The characters we had will be released in beta, but the dialogues were all placeholder. There are many more systems we need done before Open Alpha 3. Server selection. Server cluster. Queues. Why exactly are we putting so much effort into this alpha? It is the last one we are doing with this engine, and we need to make it count to raise awareness for the game. We need to move to a more suitable engine, which this alpha will last quite awhile and will be developed like a released game. We were not ready last alpha to move since @Rory left, now we can continue to release updates as the alpha is open. We are going to heavily advertise this alpha, this is why the Open Alpha 3 will have so much server focus. There will be support for thousands of players. The more people that play and support the game, the more updates it will get since we will funnel the funding into the game's content.
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Adding it to my to do list.
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It does help, we know it sucks that it is taking this long to make the game, but all we can do is keep pushing forward. As long as the team doesn't give up, we will have a wonderful game eventually. I always say, Rome wasn't built in a day neither will Nin Online.
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I have actually been making games for roughly 15 years, since I was 8. I first got into serious teams about 5 years ago, so yes you are right about that. But that isn't the point, I understand people like motivation and enthusiast work environments, I am not able to make that happen with such a limited budget. It should be enough that you're making a game you want to see become reality, I shouldn't have to babysit people and make them want to work. I tried doing that, but it is really difficult cause it burns me out faster. Working a job is a responsibility, you work and do a good job cause you have integrity not that you enjoy the job, but if you got the job do the job and don't be a waste of space. Working at Wal-mart sucks, I unload trucks for $7.65/hr, I don't do it for the money, I wanted the experience in the real world - yes I am a very geeky person who loves my cave. It's mind over matter, today I worked for 11 hours - and I didn't bitch or stop once. I worked my ass off, cause it makes me a better person and not a lazy good for nothing. I am aware of my weaknesses, no better than any of you. My skill is just game development, I am not here to talk above anyone or act like I am better - when in the scope of real life not in the scope of the game decisions. The main problem here is, I wanted to organize my own life and took a step back from the project, to recover and improve myself. This is why the game hasn't had much updates on my end in a long time, I have done lots of bug fixes and optimizations, but as for features not very many. It's tough making a game, but like I said - I finish what I start even if it takes a long time. At-least it won't be abandoned, and @Rory has been working on the game again.
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I understand this... I am just saying it is easier to get good workers when you have money, if I see someone slack I would instantly fire them and find someone who didn't slack off. If you are being paid to work, you better work. I work at Wal-mart and work very hard 99% of the time, sometimes I do take breaks when it isn't break, but it is just for a minute or two at a time. Although, the cases you listed are extreme and not something I would like to see in a person I hire for actual compensation. These people are leeches on society. It's perfectly fine to take quick breaks, I don't believe in making people work like slaves. They work worse and hate the job which makes them do the job even worse.
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There's just no one good to hire. What do you mean our hiring process is bad? If no talent is around and no one wants to work, we just need to increase the motivation of our workplace. It's not that easy, it is easy when you have money to force people to work.
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You have it now. As for any haters, the subscription model is a backer form that allows the game to be made in a gradual and consistent manner. The game creation process speeds up toward the middle way, we're about there. There's not much content yet, but that will change in time when more people realize how good the game is - the game @Rory and I have came up together. If people don't want to back, they don't back. The game was never advertised as completed. We're doing our best to bring resources where they need, to make the game possible and making adjustments to strengthen the future of the game and its success. If we were going to drop the game and cash out, we would of done that by now. It isn't about cashing out on a quick success, the game is here for the long run and will continuously improve. Our model is to improve the game even after launch and not release a new version aka reset everything and have everyone go to a new game. This is why everything is so streamlined, people can see updates and provide feedback from start to finish. The game will come out way better than something hidden away for a decade and comes out in something the players didn't even want to play. This is a new type of game creation - Early Access, a lot of people hate it and a lot of people like it. It likely is just not your cup of tea, some people enjoy the journey where some people just want to eat the cake and be done with it.
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I usually give them a task and if they can't do it, I don't hire them. It's as simple as that. When people become staff, it means they passed my test, but oftentimes they get fired later on due to my tests not being good enough to weed out people's personality issues such as being too young or immature. If you are either of these, it doesn't matter how good you are, you are ineligible to work on the game.
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I give everyone a chance not cause I am naive, but because I think everyone deserves an opportunity. I've had too many bad experiences in life where I need to be something greater than myself just to get in the door and this is not what I consider proper hiring practices. Why do I need to act so fake to be hired at a job. Some people are just really odd individuals, but are so talented that it is unbelievable. I have said people are fired if they don't work, all artists were fired except a few.
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Our team is not together, we can't make the game right now. I've tried many times to get everyone back on track,. but me going insane and working by myself just burns me out. It is tough working by yourself, if I had more people working with me the game would be done, but no one sticks with the game when they join the team. It is quite frustrating. The reason why I made this post was to get the staff refocused, but this did not work. There's nothing else that can be done except working by myself until they decide to start working again. Again, this is why games are paid to be made and not volunteer, this is due to happen and is not something that can be avoided.
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We are going to try to add more animations to our characters, but this is a beta type of improvement. There's not enough manpower for us to attempt to add more frames to all our existing art. One frame we are looking to add in a damage frame and a block frame. There may be others that I missed.
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There are no restrictions. We're trying to raise awareness of the game.
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Please don't ask for special privileges, it is earned not given.
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No, but we recruited a few new staff members. Maybe things will pick up faster.
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You don't earn Silver Ninja by being in the community a long time, you earn it by giving something to the community such as recruiting new members or posting quality content.
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Your account is not over a year old.
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We've decided that it isn't that important for the game, if the game grows considerably, we will try again, but based upon the recent feedback we got from another member, it does not seem worth the time or risk. The topic is now closed.
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Yeah thanks for that, we may avoid using them.
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Done. Early adopters don't really help the community, we give Silver Ninja to people just for improving the community. It is really easy to do, all you need to do is contribute something to enhance the community.
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A quick update, they aren't accepting new partners, so we are gonna have to work with a 3rd party whenever we decide to add this method of payment.
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Yes, most of those features @ said will come in during beta. I already have a guild system and many others which all I need to do is port to Nin Online.