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prudislav
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Location: The land of beer and porn
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Posted: Sat, 17th Nov 2018 08:42 Post subject: |
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Reg67 wrote: | Does not seem to fix a lot of the glaring issues. |
seems to be just hotfix
From what i understood they are still assessing all the problems and preparing roadman ... tbh no need to rush for the bigger fixes (those need to be well though and tested or it can create even more mess)
Also this weird savesystem need to change

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Posted: Sun, 18th Nov 2018 00:51 Post subject: |
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Sheesh, what a mess of a game...move and it continues moving after you release the button.
Jump and it reacts a half second later...flashing textures on water where the shaders flick in and out.
Awful UI, looks like it was designed by a ten year old.
Meh.
Couldn't take more than five minutes of it.
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vurt
Posts: 13858
Location: Sweden
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Posted: Sun, 18th Nov 2018 03:33 Post subject: |
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I love it when devs says "we are listening to your feedback!!!" like the devs are unaware and totally cluless when it comes to games and what preference people have when it comes to for example saving and other simple things that we just expect to work like it did some 25 years ago. it's such bullshit. Why not just be honest and say "we couldn't get it to work properly" or "it would affect performance so we couldnt do it like that" etc
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ixigia
[Moderator] Consigliere
Posts: 65089
Location: Italy
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Posted: Mon, 19th Nov 2018 02:47 Post subject: |
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Holy underworld reptile jesus, I was prepared to face some classic low-budget-ness (I don't mind that, on the contrary) but the game at the moment truly is an absolute graveyard of amateurish utterly broken junkiness
Being able to play around with physics is an interesting approach (there's total interactivity with objects as well) and the level design itself doesn't seem to be uninspired, but damn, everything crumbles as soon as the various gameplay elements try to come together.
The movement system is like it's based on a physics-altered ground covered by a floaty layer of stale jam, hitboxes are completely on the loose and the poor AI is so abysmal that's virtually nonexistent. The vintage Unityian visuals from the early 360 era and UI designed with Paint3D don't quite help either, nor do the levels plagued by anarchic polygons and random bugs (the more one progresses, the worse it gets..exponentially worse ), I even got all my savegames erased (~three hours in) despite having saved manually on multiple slots
The situation here is honestly such a disastrous one that I'm not sure it can actually get fixed without a complete overhaul, and it pains me to say that since exploration-based single-player games like this one are a rare breed. For now the shift-delete button is practically the only option as this "1.0" release was a terrible mistake (most recurring sentence in modern PC gaming). [Press to activate the miracle deluxe emergency codename Project Lazarus 2.0 platinum plan]
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Posted: Mon, 19th Nov 2018 02:51 Post subject: |
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Last edited by Interinactive on Mon, 4th Oct 2021 09:35; edited 1 time in total
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AnarchoS
Posts: 2142
Location: An Archos
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vurt
Posts: 13858
Location: Sweden
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prudislav
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Location: The land of beer and porn
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Posted: Mon, 19th Nov 2018 14:53 Post subject: |
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ok so tried this aswell .... conflicted as phuck
really love some of the mechanics underneath (the interactivity and physics) but its wrapped in mindboggling amount of (not only technical) mess (pretty much what ixi says) that makes it really punishing to play.
Lets see again in a year or two 
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Posted: Wed, 21st Nov 2018 20:19 Post subject: |
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Posted: Wed, 21st Nov 2018 21:31 Post subject: |
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What in the world happened to this project, man.. I'm really worried about how System Shock 3 will turn out. Damn..
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vurt
Posts: 13858
Location: Sweden
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Posted: Thu, 22nd Nov 2018 05:45 Post subject: |
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beyondthesun wrote: | What in the world happened to this project, man.. I'm really worried about how System Shock 3 will turn out. Damn.. |
I read somewhere that the SS3 guys are Texas based, this team is Boston.
I also read somewhere that the devs were absolutely obsessed with making everything physics-based, it had highest priority before anything else, kind of what happened with Trespasser, tons of effort into physics which they obviously were struggling with a lot.
But yeah not exactly a shocker, the game looked terrible even in concept stage add that to obsessive behavior about physics and you'll get something like this.
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Posted: Thu, 22nd Nov 2018 05:59 Post subject: |
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It's sad. Bugs can be ironed out, but the whole game concept is flawed. Who is this game for? It's not like Ultima Underworld, it's not a plot based RPG, it's not graphically impressive. It's a bad immersive sim, and not really a dungeon crawler.
sin317 wrote: |
typical jew comment
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JBeckman
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Posted: Thu, 22nd Nov 2018 10:26 Post subject: |
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It isn't Ultima Underworld according to the developers...yet it is but then again their quotes and statements are getting really weird.
https://www.resetera.com/threads/underworld-ascendant-ot-look-at-you-ascendant-a-pathetic-creature-of-meat-and-bone.81210/page-3
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This dev post is a doozy.
"We never said we were making Underworld 3 when we asked for money to make Underworld 3. We wanted to make some other game because we already made Underworld and making another Underworld would have bored us. Well, turns out the game we made is a bit shit, but it is what it is. Oh well, on to the next thing. Sorry not sorry that we said we were going to do one thing but once we got your money we decided to make something totally different."
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Its closer to DM MOM than the original, and that is what we said we were building. Sadly it seems that was not communicated as clearly to some, and people expecting a redo of UU are not happy. That was never the plan, its not what we would have built back at LGS after Shock and Thief, and frankly we already built that game 20+ years ago. Maybe we should have just done a remastered for those people, but as designers that was not exactly something that made us happy. I’ll be glad to post- mortem post launch about some of the stuff, but not pre-launch. For a team of 10 it is what it is. Skyrim was never an option, and I think in some ways we put ourselves in an uncanny valley between - obviously indie 16-bit styles and AAA but didn’t hit it. As with any project hindsight is 20:20 and I can point to a zillion things we could have done better, or different or whatever. That said, there are things in there that I love- the magic system works really well for a small example. Granted I cant be objective at this point–too close–no sleep-- but it will be interesting if people beyond the ‘you didn’t make UU’ crowd get it or like it. The reality is you never know–if you think we knew at launch that Thief was any good…hah.
Already onto the next thing, but it will be interesting what people think- good or bad
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And a few replies down.
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That is borderline gaslighting. I just looked at their Kickstarter page, and the only way they could have pitched this any harder as a sequel to Ultima Underworld is if they had called it Ultima Underworld III.
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Far more than a dungeon crawl, Underworld Ascendant is a next-generation sequel to the legendary fantasy RPG’s Ultima Underworld & Ultima Underworld 2. It not only modernizes the series’ visuals and user interface to take full advantage of the today’s powerful PC’s, it innovates in bold new ways.
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So...
"Its closer to DM MOM than the original, and that is what we said we were building. Sadly it seems that was not communicated as clearly to some, and people expecting a redo of UU are not happy. That was never the plan, its not what we would have built back at LGS after Shock and Thief, and frankly we already built that game 20+ years ago. "
"Far more than a dungeon crawl, Underworld Ascendant is a next-generation sequel to the legendary fantasy RPG’s Ultima Underworld & Ultima Underworld 2."
"SEQUEL"
???
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vurt
Posts: 13858
Location: Sweden
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Posted: Thu, 22nd Nov 2018 10:43 Post subject: |
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JBeckman wrote: |
This dev post is a doozy.
"We never said we were making Underworld 3 when we asked for money to make Underworld 3. We wanted to make some other game because we already made Underworld and making another Underworld would have bored us. Well, turns out the game we made is a bit shit, but it is what it is. Oh well, on to the next thing. Sorry not sorry that we said we were going to do one thing but once we got your money we decided to make something totally different."
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dev post? I find that very hard to believe, this is someone making an ironic comment over how it's handled.
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JBeckman
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Posted: Thu, 22nd Nov 2018 10:44 Post subject: |
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Ah that's my quoting being bad.
The second one is the developer post the first one is the users interpretation of how it was said.
EDIT: I should have fixed that up a bit better, it's still pretty much as said but far harsher than you'd ever see a developer call it themselves.
EDIT: I'll just dig it up directly.
EDIT: Ah it's from the senior designer.
https://steamcommunity.com/app/692840/discussions/0/3276824488723948426/?ctp=5#c1739974199626928217
EDIT: As for the quote and how it was interpreted well.
User post:
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Well, turns out the game we made is a bit shit, but it is what it is.
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Developer statement:
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For a team of 10 it is what it is. Skyrim was never an option, and I think in some ways we put ourselves in an uncanny valley between - obviously indie 16-bit styles and AAA but didn’t hit it. As with any project hindsight is 20:20 and I can point to a zillion things we could have done better, or different or whatever.
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User post:
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Oh well, on to the next thing.
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->
Developer statement:
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The reality is you never know–if you think we knew at launch that Thief was any good…hah.
Already onto the next thing, but it will be interesting what people think- good or bad
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User post:
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Sorry not sorry that we said we were going to do one thing but once we got your money we decided to make something totally different."
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->
Developer statement:
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Its closer to DM MOM than the original, and that is what we said we were building. Sadly it seems that was not communicated as clearly to some, and people expecting a redo of UU are not happy. That was never the plan, its not what we would have built back at LGS after Shock and Thief, and frankly we already built that game 20+ years ago. Maybe we should have just done a remastered for those people, but as designers that was not exactly something that made us happy.
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Last edited by JBeckman on Thu, 22nd Nov 2018 10:51; edited 7 times in total
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vurt
Posts: 13858
Location: Sweden
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Posted: Thu, 22nd Nov 2018 14:40 Post subject: |
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lmao hey guys I am making a next-generation sequel to Half Life 1 and 2, give me money. Then after I shit out an amateurish Unity shitgame: Oh, you expected an engaging shooter game with organic story-telling? I should have communicated that better, sorry. Ah well, already on to the next thing but it will be interesting what you think of my shitgame, good or bad.
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ixigia
[Moderator] Consigliere
Posts: 65089
Location: Italy
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Posted: Thu, 22nd Nov 2018 22:32 Post subject: |
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JBeckman wrote: | Developer statement:
Quote: |
Its closer to DM MOM than the original, and that is what we said we were building. Sadly it seems that was not communicated as clearly to some, and people expecting a redo of UU are not happy. That was never the plan, its not what we would have built back at LGS after Shock and Thief, and frankly we already built that game 20+ years ago. Maybe we should have just done a remastered for those people, but as designers that was not exactly something that made us happy.
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The idea itself of creating some sort of sandbox-y immersive sim wasn't a bad one really, the problem is, the game in its current state is as close to Dark Messiah of Might and Magic as Hunt Down the Freeman is to Half Life 2
It truly is baffling to me that veterans could "develop" and release something like this with a straight face, no matter the budget constraints or conflicted visions. I hope this is just an isolated accident due to severe mismanagement, the idea of wandering around in space alongside a blue-screen-of-death-ridden Shodan, suicidal Midwifes and robots having their sexual usb devices stuck inside vents isn't the most alluring scenario. Or is it?
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JBeckman
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Posted: Fri, 23rd Nov 2018 00:46 Post subject: |
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Veteran of what? Actually let's just look that right up.
So.
https://steamcommunity.com/app/692840/discussions/0/3276824488723948426/?ctp=5#c1739974199626928217
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Senior Designers, Chris Siegel
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And stick that in Google..
http://underwiki.com/wiki/Chris_Siegel
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Ever hear of them? I worked in QA for Thief-the real one, Thief gold, Thief II and System Shock 2
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Veteran of bug checking in the old days when it was done carefully perhaps.
Definitively not a key position or a core employee of LGS.
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Needless to say LGS closed, I moved on the the respectable world working on a digital non-linear editor for television broadcast.
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No dev experience there either post LGS.
Well not to be overly critical but working on a older studio doesn't automatically mean you're a veteran game *developer* although you can still be passionate about gaming and have a serious feel for the series and wanting to revive it but you weren't part of the key team making it.
(Testing is important but it's bug checking running a version of the game according to specific criteria and reporting when it breaks.)
EDIT: Ah there's some game stuff there.
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Really all I wanted was to be back in games. I joined up with Turbine about 7 years ago, first as a QA manager then a producer on a couple of little MMO's Dungeons and Dragons Online and Lord of the Rings Online.
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So back to managing Q&A and then moving to being a producer on MMO's not the worst of the MMO's though at least.
(Well one of the producer roles at least.)
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vurt
Posts: 13858
Location: Sweden
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Posted: Fri, 23rd Nov 2018 06:59 Post subject: |
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JBeckman
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Posted: Fri, 23rd Nov 2018 23:56 Post subject: |
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Not quite as bad as I was thinking then with a Q&A tester having the designer role, bit better though the game would need a lot of work at this point but it will be interesting to see what they will do over the coming weeks and months.
Probably entirely depends on money and what they have to work with and if they can turn the negative reviews and receptions around without dropping to the usual heavy discount to try and reverse the low sales but then they get minimum profits in turn so it's not that good of a strategy for longer term sustainability.
Unfortunate but for now there's a chance they can patch and fix some of the game although the bigger concerns and issues from fans might be beyond changing.
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prudislav
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Posted: Sat, 24th Nov 2018 00:18 Post subject: |
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JBeckman wrote: | the bigger concerns and issues from fans might be beyond changing. |
well most vocal concernt i have seen are people ranting its not UU3 so no way of fixing that ... but yeah lets see what they manage to fix .... some of the aunderlying ideas are fine , but hidden beyond lot of bugs and halway there designs
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Posted: Sat, 1st Dec 2018 06:04 Post subject: |
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Underworld.Ascendant.Update.v1.03-CODEX
Update v1.03:
Added "Swimming" (Crouch while in water to sink)
Walking through shallow water has been improved
Arrows now function as expected
More magic runes are now in Aelita's rotation for sale
Fullscreen exclusive graphics option is now preserved between gameplay sessions
When the player collects the final Abyssal Key, the gate to the Midnight Forum now opens as expected
Fixed a rare bug when The Vault of Nyx did not open when the player had all 8 keys
Saurians are now less chatty
The secret shortcut to the Vault of Nyx has been sealed
Infinite loading screen crash for the opening level has been fixed
Subtitles can be now toggled On or Off (See: Options->Gameplay)
Graffiti language in-level now changes when the player changes their language settings
Tuned movement controls for stopping and starting. The controls now respond faster to player input
Kickstarter backers will receive 8 dire berries instead of 1
General movement fixes
Various rare crash fixes
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prudislav
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Posted: Sat, 1st Dec 2018 08:57 Post subject: |
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prudislav
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Posted: Mon, 17th Dec 2018 00:29 Post subject: |
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Quote: |
Greetings, Ascendants!
Today we are sharing our post-launch development roadmap beginning with Update 1, which will plan to go live next week. Our goal is to address the biggest issues brought up by the community and to improve the overall quality of the game.
We have also included our plans for Update 2, which will go live early next year. Further d]etails and timing are outlined below.
UPDATE 1 - Next week (Pending QA Review)
Save system
We’ve completely overhauled Underworld Ascendant’s save game system based on player feedback. The goal is to ensure your efforts as you adventure through the Abyss, particularly during quests, are saved.
Under this new system, you will be able to save your progress anywhere in the game (with a couple exceptions) from the Pause Menu.
When you save a game, you will retain your location in a level, whatever steps you’ve completed toward a quest and all items and equipment you’ve collected in your inventory. Enemy positions, health and more will also be saved.[
A full description can be found in the Save Game Details section at the end of this post.
We have refined Combat to make it more dynamic and responsive and to add more variety to attacks.First, we are changing the way directional attacks are being handled. Now, every player will be provided with these attacks at the beginning of the game. Instead of using skill points to unlock these attacks, skill points will now make these attacks more powerful.
A balance pass on weapon damage and enemy health has been made with an aim to making combat more engaging, particularly in early levels.
Some initial improvements to AI have been implemented and we have plans for bigger updates in the new year.
Quests and Levels
Many immersion-breaking holes and seams have been removed and levels have more refined and more varied enemy populations.. Pluto’s Gate and Upper Eberus have received a number of enhancements to improve playability and make them feel more “lived in”.
Items
You’ll also see some weapon and loot changes in this update. An item’s wear will now be more apparent, with weapons showing damage wear over time as well as appearing broken when they have reached that state. We improved loot drops in the world as well as weapon availability in Aelita’s shop.
Player Movement
In update 1.03 we made changes to improve player movement. This included the addition of swimming, reduced keyboard and mouse input lag and better transitions into and out of water. Those fixes along with Update 1’s increased base player speed has helped make player movement more responsive and more fluid.
Other Improvements
We’ll give more details in the update Build Notes next week, but some highlights include saved key binding preferences, better visualization of which skills have been learned, the ability to learn skills sooner and more.
UPDATE 2
February 2019
Our overall goal for Update 2 next year is to continue to make the game more interesting, more fun, easier to understand, and more polished. We will continue to improve things like combat, AI and levels. We will also focus efforts on player progression, adding variety to the gameplay and improving the overall player journey through the course of the game.
Most importantly, we will continue to gather feedback from our fans and players after Update 1 to see other areas where we can continue to improve the game.
Here are highlights of what we are planning for Update 2:
Combat and AI
We will continue to make improvements to combat to make it more fun and engaging—please continue to give us detailed feedback as you play! On the AI front, we’re planning to improve behavior, responsiveness, communication to players and navigation. Our goal is to make enemy behavior more interesting and more natural to players.
Meta Game
We are evaluating ways to improve the overall player experience during a full play-through to better communicate requirements to complete the game and also reduce the complexity around what players are supposed to be doing to stop Typhon.
Levels
We will continue to look at improvements to levels, including adding more enemies, environmental storytelling and potentially streamlining the layout of Marcaul.
Quests
Our goal is to make quests more interesting and less repetitive. We are also scoping out improvements to player experience in the beginning of the game through enhancements to Pluto’s Gate and Saurian’s Challenge to expose players to fun gameplay elements more quickly.
Other
We’re looking to continue to make the game easier to understand (aka better tooltip text), improve performance, improve load times, and continue to fix bugs
There you have it, our roadmap for the next two updates. Beyond that, our plans will take shape as we gather more feedback from the community and evaluate the game’s progress. If you have constructive feedback on Update 1, please check out the discussion here.
Thank you!
The Underworld Ascendant Team
ADDENDUM: UPDATE 1 SAVE SYSTEM DETAILS
The following are the current build notes for the Update 1 Save System. Please note that some details may change between now and when it goes live.
You will be able to save your progress anywhere in the game from the Pause Menu.
The new system saves the following:
World State
- Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
- All spawned items (e.g., weapons, food, etc.) including location and position
- Silver Sapling location and status
- Enemy Health
- Enemy status effect with durations
- Door damage
- Combustibles will remain lit
- Gate / Portcullis state (up / down / in transit)
Quest State
The new system will save and restore the current state of the quest, including the required items and enemies as necessary. If a player saves after finishing objectives, this objective will be saved.
Player State
- Position, rotation, crouching
- Current health/damage
- Current Mana
- Status effects
- Inventory
- Hotbar
- Stash
- Known spells
- Faction Favor
- Influence
- Completed quests
- Skills
- Held items
- Player session stats associated with level progress (e.g., enemies killed)
- Existing player stats associated with prior level progress
A few things are not saved:
- Arrows that are not at rest
- Spells in the middle of being cast
Important Notes:
- Saving is disabled when the player is off the ground or within 15 meters from enemies.
- We are still working on saving in Marcaul. It currently does not save player position or world state, but does save inventory, stash, skill point changes, etc. in addition to saving quests completed (as a result of Hap sending you to the Midnight Forum), but you will start at the Ring of Portals when you re-load.
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Underworld Ascendant :: Underworld Ascendant | Development Roadmap December 2018
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Posted: Mon, 17th Dec 2018 00:38 Post subject: |
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Rich Gallup yay !
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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vurt
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