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Author Topic: Jupiter Hell (from the makers of DoomRL) - In Early Access on Steam!  (Read 14685 times)

sambojin

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #45 on: December 05, 2016, 01:02:53 am »

It sounds somewhat similar to a few books I enjoyed. Give me a yell when you're done. If they're any good :)


Just to cut it back to basics, Jupiter Hell is going to be an incredibly moddable, damn good looking rougelike engine. At worst.

But knowing Kornel, it'll be a bloody great game too. Keep up the good work mate :)
« Last Edit: December 05, 2016, 01:09:56 am by sambojin »
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Yoink

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #46 on: December 05, 2016, 01:28:03 am »

Hadn't heard of this 'til yesterday or so, but it sounds interesting.
When you say turn-based, what does that mean exactly? Classic roguelike-style turn-based, or something more like X-Com?
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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #47 on: December 06, 2016, 01:09:57 pm »

Hadn't heard of this 'til yesterday or so, but it sounds interesting.
When you say turn-based, what does that mean exactly? Classic roguelike-style turn-based, or something more like X-Com?
Classic roguelike turn-based. The animation system however is dynamic, and interprets your actions as fast as possible, merging them visually (only visually!) to blend together to one smooth action - that's why all visuals look realtime.
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sambojin

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #48 on: December 08, 2016, 10:16:52 pm »

You've gotta remember, Diablo started out as turn-based, and didn't have the blended animation effects that this does. Did I mention that I asked if this was moddable? The answer was yes. And that probably includes timeslices and square sizes? Timeslices almost definitely. I quite like oysters and worlds.

Can't wait to see what can be done with this.

(sorry Kyzrati, Kornel might have finally grabbed the title of "the most sophisticated roguelike engine ever", but with graphics and stuff, so it only barely counts. :)  lol. Yours is still ascii king!)
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sambojin

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #49 on: December 08, 2016, 11:31:07 pm »

I'd love to hear some words on this too.

I'd like more early game choices. Actual stuff. Even Tyrian gave you a budget, and there were some choices, and that was a shoot 'em up. Too easy, but still. Any "RPG" is intriguing, because it gives player agency and determinacy for the effort of playing it, and a thought of the next character to be played in it, including perma-death. I do like character "creation", regardless of how hard that makes it for you to balance "the game". Randomized drops or not. Yeah, there's worse choices, but player agency from the word go is great. Stronger or weaker.

A non-canned plot. I'm not choosing good/bad, simply how I'll f'up the aliens/daemons/thingos, and can that be reflected in the story/layout? I don't want to need the minor mcguffin "that does that thing" if there's potentially another way around it. I rocket-jumped my arse around in DoomRL over rivers of lava, knocked down walls with plasma shooters, laughed as I whipped out a double barrel shotgun and dodged while I reloaded it. I expect more options now. Keycards and smooshing girly 2016 daemon-cists ain't my thing if I can just punch through the wall beside the mcguffin to go forward.

Speaking of which, environments. Are there a few? Are there ways of going through the game that has actual multiple endings? Never going through the "this is the end level" bits? Many "big bads", many ways of playing, not simply many rails joining back together near the end? Jupiter has many moons......

Probably all on the forums, but reasonable questions never-the-less.
« Last Edit: December 09, 2016, 12:25:18 am by sambojin »
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Epyon

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #50 on: December 09, 2016, 12:56:41 pm »

First of all, I admit that neither our video nor the campaign page carry much meat. A lot more is in the updates:
... and in the Roguelike Radio episode, if you're more the listening type.

That said, I'll try to do the tl;dr versions below:

As someone on the fence about pledging, I'd like to ask Kornel; what's going to be done to separate this from DoomRL? And I don't just mean in terms of 'More stuff!', or thematic differences, but I mean what will be done to make this a different game other than 'DoomRL (but no Doom) with a bigger budget'?
Jupiter Hell is more DoomRL 2/AliensRL 2 than a remake. Moreover it's a lot more AliensRL than I make it to be -- mainly because most of the people don't know AliensRL. Everything that I ever planned for the sequels goes into JH.

In particular - the combat is intended to be fast and furious, just like it was in DoomRL, but without resorting to bug abuse, or esoteric mechanics that are not transparent to the player. Instead of cornershooting and invisible dodge mechanics, we want to introduce a cover, dodge and stealth system with transparent numbers. The player should easily be able to judge what risk he is in, and where should he stand to maximize safety. The combat mechanics will be tested to absurd levels using something called Arena mode - where we will also make sure that all the character advancement paths will be equally viable.

OTOH, the larger gameplay is more similar to AliensRL, where you have hubs of interconnected levels that you can freely backtrack (however, the game will rarely require you to do so, and if it does, it'll make sure it's... interesting). Within the hubs there will be several missions you will be able to attempt, a few of them mandatory (but possibly exclusive), most of them not, allowing access to better gear, tech, information, or unlocking missions in further hubs.

Speaking of tech, the amount of combat options will also be closer to AliensRL. Wide array of consumables with their own boosting skill tree, hacking options even in combat (if you have the right build), bypassing security before entering a room to gain advantage, or controlling the environment (vents, mining equipment, or even doors - all can prove deadly if properly controlled).

I'd like to go into detail, but show me the direction :).
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Shzar

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #51 on: December 11, 2016, 06:55:14 pm »

There are 48 hours to go in the kickstarter and it is about 90% funded, so now's the time to chip in if you've been wanting to.
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Mephansteras

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #52 on: December 12, 2016, 10:36:24 am »

Game is funded!
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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarting from Hell.
« Reply #53 on: December 12, 2016, 11:25:43 am »

Yep! 30 hours to go and 700 bucks over target, so looking forward to seeing this!
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sambojin

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarted (By Hell)
« Reply #54 on: December 12, 2016, 03:17:28 pm »

Time to hit the stretch goals! Any that weren't sure if it'd get to the goal can now happily chuck in, knowing that there'll definitely be a game at the end of it for their effort.

And it'll be damn good.
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Shadowlord

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarted (By Hell)
« Reply #55 on: December 12, 2016, 05:08:55 pm »

Time to hit the stretch goals! Any that weren't sure if it'd get to the goal can now happily chuck in, knowing that there'll definitely be a game at the end of it for their effort.

And it'll be damn good.

Wait, what? I thought peeps on ks wouldn't get your money if they didn't reach their goal.
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Mephansteras

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarted (By Hell)
« Reply #56 on: December 12, 2016, 06:59:28 pm »

They don't, but some people don't bother backing projects that they don't think will hit the funding target. *shrug*
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Retropunch

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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarted (By Hell)
« Reply #57 on: December 13, 2016, 07:14:37 am »

They don't, but some people don't bother backing projects that they don't think will hit the funding target. *shrug*

I'm sort of guilty of that. Mainly it's more that I'll back a project higher if I feel it's going to actually succeed - this is just due to how I budget expenses; whereas I might back at a lower 'thanks for backing' tier early on, I'd move on to a 'free copy of the game/alpha copy' level if it's going to make it.
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Re: Jupiter Hell (from the makers of DoomRL) - Kickstarted (By Hell)
« Reply #58 on: December 25, 2016, 11:25:18 am »

I've just started to play DoomRL; its my 1st time when I tried this game, first impressions:

https://www.youtube.com/watch?v=W34ijM7XMeU

Beautiful game, everything in the right place :) Very interesting - which taste would have Jupiter Hell? %)
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sambojin

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