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    Thread: The Omniframe Revealed in Ember Art & Design Updates

  1. Grummz

    Grummz Administrator Ember Dev

    Ya sorry guys, but open cockpit is the way I think it needs to be. Covering it up makes it much more like a robot and most people have less connection with their pilot this way. You'd basically never see people, unless you invented entire social gameplay mechanics that required it, which is a lot of work just to see your character. Putting your char on a UI screen really only makes it work for you and only when you open up your UI. Others can't see you unless they maybe pull up an inspection UI, which again is not most of the time.

    People are overthinking the shields thing. It doesn't ruin gameplay, or even immersion to have a hand-wave here. Granted, it might to some players, but we have games with death and respawning, infinite ammo, and enemies that pop into existence and in some games animals that drop weapons. It's really not going to cause a design problem (unless you say that all design must make physical sense, but that's never the case and is a straightjacket that limits the core goal of fun). What it does require is a suspension of disbelief. You already did it with Firefall frames and their lack of coverage... and Firefall has no shields. By all rights a weapon that can chew through Firefall's ceramic and sintergel filled frame should evaporate you on a headshot, but it doesn't.

    The design for the Omniframe is already more striking than any "guy in a suit" type thing and stands out as fairly unique. If we close the cockpit it would start to look like every other mech game out there. If we do away with the frame and use a suit, then we're going to have trouble standing out from generic space marine (or Warmachine or Overwatch).

    Movies make this sacrifice all the time. The mechs in Matrix, Edge of Tomorrow (Live, Die, Repeat), Aliens (loader), and in many cases the open helmets and cockpits of movie designs are there to let you see the character and identify one from the other and to see their expressions and humanity and character. This design will let us have far more customization options and a unique look that I think sets us apart...while creating a stronger connection to your friends characters and your own.

    For those that want a more armored look, the pilot can have suit variations that resemble hard armor for those that prefer it. For those that want to dress casual, this allows it. Its all about expressing your individuality as a person and not just as a machine. In fact, nesting the pilot into the frame gives your a ton of more options for customizing your look, feel and even personality than Firefall ever did.

    Maybe I'm wrong. If so, that's the goal of the mini-milestones. If I guessed wrong and people can't get behind this design and feel its a deal breaker for them, the next round won't fund. That's why we break it up into smaller chunks. It minimizes your risk by raising smaller amounts and gives us the ultimate feedback. Meanwhile, though, the response has been overwhelmingly positive with only lingering worry about the openness. "Have a cookie, by the time you're done eating it, I hope you'll be as right as rain"...to butcher a quote from the Matrix. What I mean is, see how it feels to play it, and you won't really be remembering your worries about an open pilot.

    For any BMW fans out there, you might remember the Bangle butt. Chris Bangle, lead designer for BMW, changed the trunk of the 7 serious BMW radially, and the outcry was immense, not like the polite discussion we have here. :) I hated it too. But sales of the 7 serious rose, and the butt spread not just to other BMWs but to many other makes as people copied it. I've long since forgotten why I hated it, and even think its normal now. Same with my reaction to the N64 controller with its middle "prong." I sent a not so nice letter to Nintendo about that one, and so did many, many others. You never hear about that now.

    This won't be the only departure from Firefall's *specifics*. I'm not aiming to copy Firefall but to adhere to its original principles and design, much of it never implemented. Ember will be its own kind of game....the game Firefall never got the chance to be. So expect the unexpected, but I think its safe to say this (the Omniframe) is one of the biggest differences you'll see.
     
    Last edited: Aug 9, 2016
    Pandagnome, Sud Monkey, Astro and 5 others like this.
  2. Thread: The Omniframe Revealed in Ember Art & Design Updates

  3. Grummz

    Grummz Administrator Ember Dev

    FTL has one huge problem in "real science" and that is it violates causality. Event B can occur before event A to observer C. Nobody talks about this much, but it makes FTL travel pretty much impossible in real physics. But what fun would that be!

    For those who like relativity, frames of reference and enjoy headaches:

    https://www.reddit.com/r/askscience/comments/37wxbe/how_does_moving_faster_than_light_violate/
     
    Last edited: Aug 9, 2016
    Fabricio21RJ, engjang and Grammaton like this.
  4. Thread: The Omniframe Revealed in Ember Art & Design Updates

  5. Grummz

    Grummz Administrator Ember Dev

    These suits move FAST. Movement will be just as free as Firefall. Don't let the suit fool you, its powered and super light. Filled with SCI-FI stuff!
     
  6. Thread: Backer Update and Omniframe Teaser in News & Announcements

  7. Grummz

    Grummz Administrator Ember Dev

    LOL D.va Omniframe! TY for that @AlphaXero

    BTW, these frames move like Firefall characters (e.g. they are FAST). They are not lumbering mechs. Expect the same kind of mobility as FF. tks!
     
  8. Thread: The Omniframe Revealed in Ember Art & Design Updates

  9. Ronyn

    Ronyn Deepstryker Community Manager

  10. Thread: The Omniframe Revealed in Ember Art & Design Updates

  11. Grummz

    Grummz Administrator Ember Dev

  12. Thread: Backer Update and Omniframe Teaser in News & Announcements

  13. Ronyn

    Ronyn Deepstryker Community Manager

    The awesomeness is building....
     
  14. Thread: Backer Update and Omniframe Teaser in News & Announcements

  15. Grummz

    Grummz Administrator Ember Dev

    See our blog entry on www.emberthegame.com for more info!

    I'll be working on the writeup for the frame for the full art post in 48 hours. Also, backers posters have been sent for printing and ready for pickup and shipping this week.
     
  16. Thread: Missions and Assists (Freeloading, AFK farming) in General Ember Discussion

  17. Ronyn

    Ronyn Deepstryker Community Manager

    Not really, Defiance system has vertical progression. Things get better and stronger.
    Official information on Ember is: " Progression is horizontal, opening up more options and abilities and gameplay. "
    Horizontal progression means we wont be getting stronger/better stats and gear.
    Instead we will be unlocking new options and various side grades.
    Whether or not XP will be something used to gain those is or if it will rely solely on gathering resources is still undecided.
    Grummz hasn't nailed down all of those decisions yet.
     
    MattHunX, TGVirus and engjang like this.
  18. Thread: Don't nationalize this game in General Ember Discussion

  19. Grummz

    Grummz Administrator Ember Dev

    I think you are confusing this for the main story. There are 28 systems and the US and Russia are not dominant parts of the story. The Crixa setting for tabletop is very wide and accomodates DM's need for the usual favorite tropes as well as new and unique ones.

    Ember itself has nothing to do with these factions. They focus on a a single faction which has nomadic roots and is not allied with any past nation.
     
  20. Thread: Some thoughts about crafting/durability/items/lootz in General Ember Discussion

  21. Ronyn

    Ronyn Deepstryker Community Manager

    Heh. No worries.
     
  22. Thread: Some thoughts about crafting/durability/items/lootz in General Ember Discussion

  23. Ronyn

    Ronyn Deepstryker Community Manager

    Whoa. You misunderstood entirely. The point is that there is no simple equation like that.
    The level of difficulty/depth a person likes in their game does not indicate their overall level of maturity/success in real life.
     
    Sik San likes this.
  24. Thread: Some thoughts about crafting/durability/items/lootz in General Ember Discussion

  25. Ronyn

    Ronyn Deepstryker Community Manager

    At the risk of sounding like I'm hounding you (Which I am not. lol) I have more to say on this.
    Looking to avoid challenge from the entertainment medium of video games isn't necessarily a sign of immaturity. In some cases it certainly is, in other cases it is simply a person who has had enough challenge in their real life so they want something easy for their recreational time. Likewise there are those who look to overcome challenges in the digital space so they can feel a sense of accomplishment while shying away from hard things in real life. Easy games, hard games, nothing is wrong with either preference as long as one is honest with themselves about why they play.

    Finding the right sentence to describe what the fundamental goal of a shooter is a remains a tricky thing. So I won't butcher it here. lol
    I do want to say, if we are being real, this threads discussion hasn't really been about whether Ember's shooter-first-experience should include maintenance. There is going to be maintenance of a sort. The debate has been about the HOW that maintenance should be expressed.
    In essence: the need for repairs verses the need to remake. Which one fits where, how, and why.
     
  26. Thread: Missions and Assists (Freeloading, AFK farming) in General Ember Discussion

  27. Ronyn

    Ronyn Deepstryker Community Manager

    We know there is progression, a way to earn new weapons and abilities. Xp is a progression mechanic. It can just as easily be used to unlock new side grades in a horizontal progression system as it could be used to unlock upgrades in a vertical progression system. Though I know Grummz was considering using resources to unlock things instead of xp. Either way the concern of someone gaining something from other peoples work or being afk is something worth thinking about.
     
    Last edited: Aug 8, 2016
    Beerdog6 likes this.
  28. Thread: Why classes are good in General Ember Discussion

  29. Ronyn

    Ronyn Deepstryker Community Manager

    Personally I am open to a fully classless system as well as a set of classes as long as each class has a lot of customization within it.
    Moreover roles get created ether way. Not necessarily roles that fall into mmo standards, but there are concepts that exist in battlefields of all kinds. More like the difference between a guy loaded out to be a great sniper and a guy who is loaded out to be a close range shock trooper. They are taking different roles regardless of whether they spawned from a class system or a classless one.

    Last official word on class and roles. "
    • Omniframe: To keep initial costs down, we will use one frame that can be advanced into several class variants. We still have classes, this is just to save on art resources in the first few milestones.
    "
    Though I know Grummz is still examining the various expressions of that. What "Class" and "Role" ends up meaning can be a lot of different things.
     
    NoahDVS, NitroMidgets, Wyntyr and 2 others like this.
  30. Thread: Some thoughts about crafting/durability/items/lootz in General Ember Discussion

  31. Ronyn

    Ronyn Deepstryker Community Manager

    Yes, you understand. We can talk about the positives and negatives of a perma-break gear in a vacuum for academic purposes, but the full truth is how everything works in concert together. In the case of Ember, the benefits of a perma-break system exist in the combination of having both things that do break and things that need repair.

    Perma-break discussion aside:
    @Daynen "People don't want to have to X; they just want to Y, because this is a Y game." and "I don't wanna play; I just wanna win." are very separate issues.

    That is the difference between the reasonable basis in which people choose a game to play (a game that has the feature sets/mechanics/gameplay style they enjoy) which is largely a matter of genre..... and how when some gamers avoid challenging games (which can be found just as easily in games that have the feature sets/mechanics/gameplay style they enjoy) that can be done with any genre.
     
  32. Thread: Don't nationalize this game in General Ember Discussion

  33. Ronyn

    Ronyn Deepstryker Community Manager

    Yes...yes..more lore. Tell us more.
     
    engjang likes this.
  34. Thread: Don't nationalize this game in General Ember Discussion

  35. Grummz

    Grummz Administrator Ember Dev

    Crixa is also alternate timeline. The Cold War is alive. Soviet Russia still exists and has its own solar system. So does the USA from the 50's 60's.
     
  36. Thread: Signatures - New limits in News & Announcements

  37. Grummz

    Grummz Administrator Ember Dev

    Yes, that seems fine.
     
    engjang, NanoTechnician and Fooni like this.
  38. Thread: Signatures - New limits in News & Announcements

  39. Grummz

    Grummz Administrator Ember Dev

    Signatures have new limits for amount of text (140 chars) and limits on links and images (1 each).

    Hopefully this will keep signatures reasonable.
     
    Blackfyre, LxBomber, Mizogin and 6 others like this.