Similar in tone and style to cyberpunk but where there's no obvious dystopia, i.e. omnipotent corporations didn't ruin everything. More nuanced in approach than pure Cyberpunk. GitS, or Eve no Jikan are fair examples.
>>113420191 It exists only in an arbitrary fashion. There's no commonly agreed-upon definition of that genre. I don't mean that it's nebulous or vague, I mean that it's a fucking mess of contradictory, arbitrary definitions and manifestos. It's like fucking theology at this point; nerds only have the remote intuition that a genre called post-cyberpunk must exist, so they try their best to provide a definition and examples to flesh it out, not the other way around. >>113420861 be aware that many people who believe in post-cyberpunk disagree with you.
>>113420861 I think it's just a natural shift in the genre. You can't bring back the old classic cyberpunk because it's tied to the 80s. Even if you tried it would just end up as a cheap copy with all the spirit gone. What post-cyberpunk does, is take the movement's favorite themes and attitudes and give them a new spin, take them further, or just have fun with them in ways that are more contemporary.
>>113424848 Bloody great, actually, I have good progress on everything from semi-procedural level generation to shaders and from lighting to the sound. There isn't a lot of content to play through right now, ten minutes at most (few large areas without props + procedural tunnels connecting the levels), but it's slowly coming together.
I love how you can zone out, mindlessly climbing some eroded stairs while listening to the echo of some debris falling kilometers away, drone hums, wind and your footsteps. I got to nail that sort of thing for the game to be enjoyable (well, as enjoyable as a monotonous walking simulator can be, anyway).
>>113425790 Probably spring 2015 to get to a proper demo with enough content and mechanics. I have tons of things to do, from improving procedural generation (that aids me in building fuckhuge environments in reasonable time) to making lots of appropriate props (20384290 intertwined wires and pipes, broken concrete stair steps, dusty industrial lights and other appropriate stuff) and from writing time skip system (so that you can rewind through repetitive areas with fancy "n hours later" captions and corrupted sped up video feed and random encounters) and adding some survival elements (food, temporary death etc.).
>>113426162 I'm not a character artist so there probably won't be any active enemy NPCs like safeguards or first person shooting. There will be some neutral NPCs to encounter (like the elevator fellow from the late Blame! chapters) and dialogs with them through a feasible VN-like UI, like I show on that gif: >>113425696
And well, I can always do spooky background characters you can't interact with, like on pic related.
>>113426217 Not a triple-A dev, but I have few years of experience and a full time job in the field. Started as 3d environment artist but got interest in C# and shader programming later, which enabled me to work on everything alone in the one man army mode. It's a pretty interesting hobby.
>>113426342 Not really, the data is pretty simple and lightweight as I use traditional lowpoly geometry with some tricks and procedural prop placement, not trendy voxels that take gigabytes of space. And I take proper care of unloading it, doing origin resets etc.
>>113426404 Yeah, I think all existing Blame scans are somewhat shitty, unfortunately. People from /m/ are waiting for some new release to scan it, as far as I know.
>>113426600 It's alright. Some parts of it are definitely Nihei-inspired and it definitely is a walking simulator. But the aesthetics are definitely very barebones and geometrical without much grittiness.
>>113426613 Not as Killy, but I think it makes sense to use Killy-like traits like slow regeneration on fatal injuries. So you won't get a game over from falling into a 100km deep abyss, you will just splat on the floor there and rot for a few years (compressed into sped up glitchy video feed) as your body regenerates.
By food, I don't mean noodles but sources of mass and energy, again, similar to what Killy/Safeguards use.
>>113426585 I don't think I'll be able to do some of my favorite scenes justice, but I'd really love to recreate the Jupiter scene, yeah. There are no technical issues preventing me from doing it, at least.
You will reach the end when you will run out of levels I made for the system to randomly assemble into the chain. I don't use full procedural generation, because it usually looks like boring repetitive shit: there is no point in having infinite levels when those levels look like Skyrim dungeons, made from repeating 4m segments. Blame had this great feeling of discovery and wonder when you opened a page with a fresh breathtaking environment, and you can't replicate that with Minecraft-like procedural generation. So the content will be finite.
>>113427193 There will be a time skip system that covers the repetitive segments like a walk through the samey staircase going a kilometer up or a walk through the stretch of a desert-like open concrete with little to explore. You press a button and enter a rewind like state (the whole game has the "recovered footage" feel in it's visuals) where the image splits into scattered and glitchy sped up video feeds depicting parts of the walk while the timer in the center of the screen scrolls like crazy counting hours. Kinda like those panels in the manga where Killy walked out of some chasm with the "32294 hours later" caption below.
So you'll be able to skip the boring parts, jumping between parts that require varied navigation (like collapsed sections, branching interiors and the like).
You can also be pulled out of the skip by a random encounter if the area allows it - in a vertical shaft it can be a severely damaged segment that requires some thinking to get through, for example.
>>113427153 Again, I'm not a good character artist so I don't think I'll be able to do Safeguards or silicon life justice in animated character models. But abandoned environments like silicon life nursery from the early chapter, Jupiter room etc are possible.
>>113427598 >Again, I'm not a good character artist so I don't think I'll be able to do Safeguards or silicon life justice in animated character models. But abandoned environments like silicon life nursery from the early chapter, Jupiter room etc are possible. I think it'd be somewhat pointless to have that without combat anyway and good combat would be ludicrously, impossibly ambitious so better not to bother. Focus on what you can do and get it out, it sounds really interesting. Can think about building on that later.
Really in Nihei land the real wall I've always seen for any major vidya, at least one where you aren't just a peon, is the physics that'd be required. The incredible physics and disruption to the environment is a hallmark of his stuff but something vidya has been depressingly stagnant on. We've had some Red Faction GeoMod stuff a couple times and that's about it. Hopefully someday some ambitious team will get some angelfunding and give it a shot.
How long has it been in development now? How many levels do you plan to add to the game? Maybe downloadable levels? I'm sure there'd be a ton of anons who'd like to add content. Unfortunately I'm completely unskilled.
Man, I really love the concept and the look/atmosphere of what you have going on so far! I'm not much of a gamer at all, but I'm a huge fan of everything Nihei or Nihei-esque, so I'll definitely be keeping an eye out for this.
A companion like Mori is a great idea on paper, but it will require some very good writing to work and not be irritating or detrimental to the mood. I'll probably need side help for something like that.
Yes, I plan some net sphere sections and cameos of Authority. Ideally I don't even want to tell the player what world he's getting into. He'll mind his own business in his nice idyllic grassy field, and then whoops, he gets disconnected from some malfunction, waking up in the rotten barely breathing life support chamber that was abandoned a millennium ago. He gets out of the room, finds the bunker door and gets ready to look for the water filter or some shit like that in the Earthly wasteland that probably waits just behind that corner. Or on top of that room. Or after that gate. Oh fuck, where the hell is my open sky and landscape, why won't these ladders end?
>>113427930 I have experimented with boolean subtraction and had a working prototype with the gravity gun cutting tunnes through cubes, but to be honest Unity implementations of that stuff are very shitty and unoptimized at the moment, and whole thing would have placed insanely restrictive limitations on what I can do with level detail. So it's better not to bother with proper Killy simulators for at least five more years I guess.
>>113428108 All of that. Mostly stuff that is feasible to do for an environment artist, like things you are mentioning.
>>113428010 Roughly one year in the little free time I get on weekends.
As many levels as I can make. The potential amount grows as I implement more sophisticated authoring tools to help me make environments faster: for example, I have a system that is placing lights for me, another system that does triplanar texturing on the GPU instead of forcing me to unwrap kilometers of concrete by hand, another system to bake sharpness and occlusion data, and so on. Ideally I need to get a workflow where I can build a unique shape quickly and populate it with detail with semi-procedural methods.
The system will by design work with an arbitrary amount of levels and allow later sideloading of additional ones, so yeah, releasing more places later is feasible. Modding support is feasible too, see example of another Unity game called Kerbal Space Program. Probably won't be that advanced (no plugin sideloading) but adding custom levels is should be possible.
>>113428176 Eh, everyone hear knows what you mean, you could have called it a Critical Contingency Device and we'd still know.
But yeah, the tech is just not there even on cutting edge stuff let alone Unity. Hopefully that's the next frontier though, we're starting to get close graphics being "done" to a large extent, and while ease of development is critically important physics seems a strong contender for the next technical driver.
At least you'll probably be able to take advantage of it no matter where it happens, it's pretty damn cool how there are so many top class engines available now for nothing for hobbyists.
>>113429414 some guy on HEEEN calculated the amount of earths needed to build the megastructure based on the assumption of 98% of it being void and I don't remember the number but it was something Octillion.
>>113429414 I might have missed that, can't really remember anything like that in Noise and Blame. Well, to be precise, it must have been after Noise, because the City was still using traditional material extraction when it reached Jupiter orbit, and because humanity has lost control over the construction and has mostly died out long before even the Moon was incorporated into the City.
Energy to mass sounds reasonable though. I would also guess that City procured material from the neighboring solar systems, and also exploited the interdimensional fuckery from the gravity mill tech to extract matter from the solar system many times over.
Speaking of which, gravity mill would be a fun environment to make.
>>113411233 Definitely. it's essentially anime blade runner. >>113411294 GITs is my favorite anime, but you're blind if you think Ergo isn't Cyberpunk but GITs is. the universe of GITs is just so clean and professional. Its pretty statist in its painting of government and police as necessary and usually benign parts of society, there isn't the necessary "High-tech, Low-life" for it to be cyberpunk.
>>113429922 There will be some, but Blame is mostly about vast outdoor spaces. After all, typical corridors and tunnels were done thousands of times in other games, often in absolutely godlike detail (like in Metro Last Light), so it makes sense to make environments that weren't done before.
>>113429875 Hmm, I thought I read it in the translation of Blame! And So On..., but not I can't find it. Possibly I was wrong. It still makes some sense, along side the rest of Blame!'s energy and mass shenanigans.
[Toha Heavy Industries' mystery/ Gravity driving force] Toha Heavy Industries's main power source is the gravity furnace. Its driving force has two types. First is the short range force which give minute movements and is a gravity saver. (The gravity blades spread out and catches the resistance of dark matter for use, much like a sail on a sailboat catching the wind.) And then there are long range gravity operations. The BLAME! world's axis causes the loss of matter through a worm hole and transfers things by warping.
>>113431472 Not him, but there's no need in actual soundtrack. Environment creates great ambient/noise by itself. The place I work at has this ventilation system that makes boner inducing ambient noise, for example.
>>113431781 I have subtle ambient drone similar to stuff from Stalker and a system that plays location-dependent random sounds like echo from debris falling far away, winds blowing through the tunnels etc.
>>113432719 Sorry but see >>113427930, >>113428057, >>113428601. No engine in existence right now could do GBE justice. Maybe in 5 years or something UE7 or futureUnity or whatever will have level construction and physics support like that. Don't hold your breath in the mean time.
>>113433323 Sadly, I think the only medium with more cyberpunk content than anime/manga is literature, and that has more content than everything else. Cyberpunk anime is nicely varied in terms of setting/world too. Cyberpunk games are all "A DARK ROGUE HACKS INTO THE MEGACORPS FORM THE SHADOWY-ALLYS OF NEW-TOKYO, CALIFORNIA" and I'm really tired of it.
Anything about the PC? Will he/she have any stats to level, modules to find and insert (like a Babelfish for communicating with the builders >>113433370), will he/she be safeguard, silicon or "human", a log of what the PC found and visited in the world? A bit of Metroid-like stuff if you have for example picked up a key somewhere or a wrench that you can open hidden extra areas with?
>>113433524 >Cyberpunk games are all "A DARK ROGUE HACKS INTO THE MEGACORPS FORM THE SHADOWY-ALLYS OF NEW-TOKYO, CALIFORNIA" and I'm really tired of it. The KS game wasn't great but the Shadowrun universe itself is actually a pretty neat take on that, if we ever see it picked back up by someone serious we could see some good games come out of it. It's also one of the only settings I've ever seen, in any medium period, that actually does a good job of mixing magic and technology in one world. I hope we see some more varied stuff in that as well at some point, though I think Microsoft still owns all the rights.
>>113433856 I have the KS game. I need to put more time into it though. I didn't feel like the magic game it enough of an edge to get away from the cliche. Are there any really good scenarios available? I really didn't care for the one that it came with, and i know that's how they hoped the game would be supported.
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