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    Thread: Just Some Community Direction Stuff in Fan art, Fanfic, and other Fan creations!

  1. Ronyn

    Ronyn Deepstryker Community Manager

    Thank you for helping to get the word out. :)
    Fryepod likes this.
  2. Thread: Breaking Ember in Fan art, Fanfic, and other Fan creations!

  3. Ronyn

    Ronyn Deepstryker Community Manager

  4. Thread: T.H.M.P.R. art is up in Ember Art & Design Updates

  5. Grummz

    Grummz Administrator Ember Dev

    The ore is stored in the magnetically leashed ore sphere in the lower right of concept. The orb also serves as a landing shield for the T.H.M.P.R.
  6. Thread: Regarding recoil in General Ember Discussion

  7. Ronyn

    Ronyn Deepstryker Community Manager

    Thank you for improving the vocabulary in this discussion so we can discuss it with more accuracy.
  8. Thread: Regarding recoil in General Ember Discussion

  9. Grummz

    Grummz Administrator Ember Dev

    Hi, I'm curious about a few things. When we talk about recoil, there are several things as designers that we do:

    1) Barrel climb. This is a steady rise of the barrel after each round. The barrel come back to neutral on slower firing weapons, and "climbs" on full auto weapons. CS:GO has this.

    2) Spread & Jitter. This is how the "cone of fire" where you bullets may land randomly in that cone, the random aspect being the "jitter" and can be fully random or weighted towards the center, for example. The more you fire continuously, the more Spread & Jitter grows. Sometimes, this is done whey you jump or bunny-hop, to discourage this type of movement.

    3) Screen Shake: This is where we shake the screen for a few frames and a few pixels up/down/left/right and tilt. We do all this without moving your actual aim point. This is often to convey the power and feeling of firing a weapon, without changing your aim.

    *Some* or all of these are necessary to convey the feeling of more powerful weapons or to make the act of firing a weapon feel good and satisfying. As CliffyB likes to say, a good weapon feels good just firing at a blank wall.

    My own inclination is to not have CS:GO style recoil on everything (in fact, on nothing or highly moderated for some weapons). But in some cases it will be there. Spread and Jitter will likely be far less prevalent than in FF. Screen shake, just a little, is still necessary IMHO for slower firing powerful weapons, or they just don't feel good to shoot or feel powerful.

    One thing you will def see much less of: Bullet sponges. In FF, enemies took too many bullets in Beta to kill, which gets boring. I'd rather have you dispatch more creatures than sit there taking 1.5 clips of an assault gun to kill an Arahana. In cases were we do have higher HP monsters, you will see progressive damage so its more saisfying and you see progress even if they take a lot of bullets.
    Beerdog6, Mizogin, Yrkul and 7 others like this.
  10. Thread: What art style will Ember have? in General Ember Discussion

  11. Ronyn

    Ronyn Deepstryker Community Manager

    Heya Vlad
    The exact Art style is still being decided on. Some of the firefall-esque Udon Style may still be a part of it but at least some clear differences are likely.
    Vladplaya and Blackfyre like this.
  12. Thread: Theory Crafting MMO Roles in General Ember Discussion

  13. Ronyn

    Ronyn Deepstryker Community Manager

    For what it's worth...
    Classes or roles do not inherently have to mean the mmo trinity. There are many ways roles on the battlefield.

    Also a modular/free build system does not mean that the equivalent of classes won't be available. And it certainly doesn't prevent building for certain specific combat roles.
  14. Thread: Introduction Thread in General Ember Discussion

  15. Ronyn

    Ronyn Deepstryker Community Manager

    I love that video. Here is the version with dev commentary.

    PlzBanMe and lykosfx like this.
  16. Thread: Regarding recoil in General Ember Discussion

  17. Ronyn

    Ronyn Deepstryker Community Manager

    That is overselling a bit. I am more than fine with things like cooldowns/spin ups/reticle shake(mini gun) and what not in some cases.That said, the difficulty of combat comes from more than just how hard it is to maintain sustained fire.

    For example: The latest doom is not an easier-to-beat combat experience than the variety of military shooters on the market these days. Difficulty to maintain sustained fore does not guarantee a difficult to beat game inherently, nor does easy to sustain fire guarantee an easy to beat combat model.

    We have to remember than everything is relative to it's counter. If the player moves faster then so do the enemies. If the player can sustain fire easier then the enemies are built to be harder to keep the reticle on. etc.

    Like I said before, skill can exist both with and without the recoil mechanic. There are real game examples that prove it to be true.
    Last edited: Jul 31, 2016
    Fabricio21RJ, NoahDVS and OziriusSVK like this.
  18. Thread: In Regards to Community submitted content in General Ember Discussion

  19. Grummz

    Grummz Administrator Ember Dev

    Of course, you guys are way ahead of us. We did not expect to grow a community this fast. So its true, we don't have real answers, because we were just trying to gauge interest.

    So we're running to catch up and present more of the game idea. The community has already helped with this. The idea of going with procedural zones came from some of the community.

    There are so many ideas out there, but game design is really about what you leave out more than what you leave in, and what you leave in must be polished and polished. I get inspiration from the community, but its still a singular vision I've had in my head for over a decade now. Hope you don't mind that I borrow here and there from you along the way though. :)
  20. Thread: Regarding recoil in General Ember Discussion

  21. Ronyn

    Ronyn Deepstryker Community Manager

    There are various types of skill. Aim, evasion, compensating for recoil...all of those things are about skill.
    What is commonly called "Twitch" is a just a reference to the speed in witch something is done, that something can very well be a skillful action.

    A game can be skill based with or without a recoil mechanic.
    Last edited: Jul 31, 2016
  22. Thread: Ember forum loads CPU in General Ember Discussion

  23. Xeevis

    Xeevis Well-Known Member Max Kahuna Forum Tech

    Background fading is modern and looks cool. I've already discussed the matter with Mark and we'll be looking into it.

    I'd start with switching implementation from JS fading to HW accelerated CSS transitions, personally I don't see a reason to implement "pausing", but I'm not the one to make that call :).

    Wyntyr and DeyjaVou like this.
  24. Thread: Theory Crafting MMO Roles in General Ember Discussion

  25. Ronyn

    Ronyn Deepstryker Community Manager

    Yeah I follow that. Firefall's "balance" in the later years wasn't solid IMO.
    As my earlier post explained, I can see how there can be a frame that is high in both offense and defense, but that is not to say i felt firefall got that quite right.
  26. Thread: Regarding recoil in General Ember Discussion

  27. Ronyn

    Ronyn Deepstryker Community Manager

    I would personally like Ember to focus on the high speed/old school arena-esque style of shooting. Which means most weapons would not have much relevant recoil.

    For me it's a matter of the most enjoyable style of gameplay for my personal preferences.
  28. Thread: No Posts? in Crixa General Discussion

  29. Ronyn

    Ronyn Deepstryker Community Manager

    There are quite a few us table top gamers around already. I'd wager that most folks are waiting until more information on Crixa is released before we get to rambling about it. That info will be coming in time.
    Faeryl, Fryepod and SomeUnregPunk like this.
  30. Thread: Theory Crafting MMO Roles in General Ember Discussion

  31. Ronyn

    Ronyn Deepstryker Community Manager

    That really depends on the game and genre. For example it is very common in mech games that the machines with high hit points/armor also have high damage output. The drawback is that they are usually quite slow and are big obvious targets. In contrast certain smaller, faster machines are often no better at direct damage output and are certainly not better equipped to take hits.

    Another example would be certain tribes game where a slower, heavier suit with more hp would allow to carry more powerful weapons.

    A games sense of class/role balance is highly Dependant on various things like primary objectives and enemy type design.
    Last edited: Jul 31, 2016
    MattHunX and Col. Kernel like this.
  32. Thread: Female Characters in General Ember Discussion

  33. Joe Solo

    Joe Solo Well-Known Member Ember Dev

    Ember will have better faces/hairs for sure.
    Mizogin, engjang, OhhPaigey and 2 others like this.
  34. Thread: So what is oir next goal. in General Ember Discussion

  35. Grummz

    Grummz Administrator Ember Dev

    Yes, we need to finish our first delivery from our 600% funded goal first:

    1) THMPR orthographics - DONE
    2) Player frame design
    3) Alien race design
    4) Forums - DONE
    5) Simple 1 page Product page - DONE
    6) Posters printed and mailed

    That will take a bit of time, then we can start planning the perks and tiers for the next funding goal.

    We didn't expect to get here so far. First funding was just 10 days and we delivered the site just a few days past one week after the campaign ended. Meanwhile, we still haven't gotten the funds from IndieGoGo get for the bank transfer, but I went ahead anyways and started funding/working on these goals, as well as part of the next...because I feel confident you guys will fund that one too with this momentum.
  36. Thread: Have no Fear! Nokzen is here!! in General Ember Discussion

  37. Grummz

    Grummz Administrator Ember Dev

    Hey, welcome back.
    Harven, Nightchade and Nakiato like this.
  38. Thread: In Regards to Community submitted content in General Ember Discussion

  39. Joe Solo

    Joe Solo Well-Known Member Ember Dev

    *Posting this in response to the flurry of passionate questions regarding this subject :D

    First and foremost,

    On behalf of the Ember team, thank you for all the support so far. It’s been overwhelming and amazing! We really couldn’t have gotten this far without you and things are just getting started!

    Mark and I have had our messengers pinging with offers to help on the game, or questions such as:

    “Will you support fan created content?”

    “I know how to model/code/design/etc, can I help on the game?”

    “Will the community members be able to contribute to the game’s development?”

    “How much will this game rely on community made content if at all?”

    Right now the answer officially is………….*drum roll*

    We don’t know! :D

    On the surface, sure, we would love to have the community involved in actual creation of the game. Or things in the game, cosmetics or what not. I am sure there is a path to make something like that happen. We still have to create that path. It’s a great idea. I personally think we can make it work, and have some ideas of how to do so. I would like to discuss them with Mark. They are just ideas though. Same as the rest of you lol.

    I am sure Mark already has an idea in his head of how. The core focus right now is getting some concept art finished, and getting the very first “bones of our skeleton” together. Fan demand is moving almost faster than Team Ember can keep up. That’s a great thing. We are a very small team right now and we have to make sure we are doing things right.

    Once we get the concept art off our plate, and get the next campaign going, I think we can start discussing a plan of action for that. As soon as Mark knows, we will all know probably through an official announcement. I would personally love the help of any talented members of the community. We just have to wait and see how it works out. Right now, we have some goals to accomplish in the short term.

    Hang tight guys! Good things coming!