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Ma in realtà Lone Survivor (una specie di Silent Hill 2D) e Forgotten Memories (una specie di Silent Hill 3D) sono andati bene come ricavi nonostante con il secondo molte recensioni non c'abbiano capito un cavolo abbassando drasticamente la media metacritic, tutto dipende da come li gestisci.Purtroppo nessuno di questi è un capolavoro e avrebbero venduto molto di più se lo fossero stati.Questo purtroppo è verissimo, ma giochi come quelli ormai non ne faranno mai più e non mi illudo nemmeno che possano arrivare tramite KS visti i risultati.
C'è da dire comunque che hanno reagito abbastanza tempestivamente alle segnalazioni degli utenti per essere un piccolo team, per una demo oltretutto. Almeno in questo sono lodevoli //content.invisioncic.com/a283374/emoticons/sisi.gifJust a quick one to tell you that we've uploaded a new version of the playable demo. The link is still the same //content.invisioncic.com/a283374/emoticons/smile.png.
Here are the changes that we introduced:
Interaction has been made substantially easier, especially with doors.
Flashlight speed increased by 50% on the Y-axis (vertical) and by 100% in the X-axis (horizontal).
Flashlight rotation is now character based. This means that when you move your mouse or analog stick right (for instance) the flashlight will rotate to Daniel's right. The only exception is when Daniel is facing the camera: then the X-axis will be inverted.
The game now recognizes whether you're playing with a keyboard+mouse or a gamepad, and displays the appropriate action keys in the Inventory and Documents menus. Before, it always displayed the gamepad keys.
Improved keyboard movement responsiveness. Now a single key stroke will make the character advance just a little bit instead of an entire step.
Made auto-look feature fully functional. This was in the earlier version but did not work too well. Now, if you don't move your flashlight for a couple seconds (regardless if you're moving or standing still) the character enters auto-look mode and attempts to automatically look and point his flashlight at nearby visible objects (always limited by how much he can actually rotate). This does not detect every interactable item there is (a purposeful decision on our part).
Fixed several bugs that could impact or interrupt gameplay, mostly related to interactions and to events involving the Presence. The inventory and documents menus are still a bit iffy, but there shouldn't be a problem if you don't attempt to use an item while the texts are changing or fading in.
Remember, your feedback is greatly appreciated!
Anche un approfondimento della "Presenza" che affronteremo nel gioco:Hello dear backers!
We have updated the demo again! Remember, the link is still the same. Here is the changelog:
Desaturated the color gradient to improve the overall look of the game.
Translated some texts into English that were left out last time. Now there should be no more texts in Spanish in the English version.
Fixed a bug with the Use function in the Inventory that could freeze the game. The UI is not yet 100% stable but the appearance of bugs should be extremely rare now.
Fixed doors' interaction icons (Open and Listen) failing to appear sometimes.
Fixed a bug where a door would vibrate twice if it was locked and you tried to open it.
Fixed a bug where you could pick up an item or document multiple times.
The movement direction now also updates itself whenever you enter a new room, regardless of whether you keep moving in the same direction.
Fixed a rare bug where going through a certain door while a certain event involving the Presence event was happening could cause the camera to not change, leaving you sad, stranded and in mortal danger of course.
We are now working on a major improvement to movement controls. Although they're better that what they were in the first version of the demo, we want them to respond to user input as slickly and promptly as possible while maintaining believable animations. We hope to have this new system finished before the campaign ends, so you have the chance to tell us what you think.
A 8 giorni alla fine del KS mancano ancora circa 23.000$, mi sa proprio che non ci arrivano. Peccato. //content.invisioncic.com/a283374/emoticons/sisi.gifThe backers of our old campaign will perhaps remember updates pretty much like this one. We're going to formally introduce Song of Horror's harrowing, relentless enemy. Enter the Presence
As we've stated before, the Presence is not your typical monster. It defies that qualification, in fact. This paranormal entity has the capacity to manifest itself in a myriad of ways and create a multitude of effects and dangers. Space and time have different meanings to the Presence than they have to a person.
What the Presence is and what it is not, you will learn playing Song of Horror. And this is all well and good, but what does the Presence do in-game?
The answer could be captured in the broad term "events", but let's get into a little more detail. If you have played the demo you already know of a few things it can do. These events all fall into one of the following categories.
Predetermined Appearances: The Presence will intervene in a ton of pre-set situations, from mere scares to puzzles, deadly barriers and even boss-like encounters. Predetermined Appearances do not change from one playthrough to another one, and their main purpose is to conduct the flow of the chapter and create deliberated spikes in tension.
And, among what is not predetermined but procedural (as you can see in the demo), we have the following types:
Signs: The Presence can create otherwordly noises, scares and can make the environment go weird in several ways. These events are normally very short in duration and (normally) harmless in and of themselves, but not entirely inconsequential, as characters will get spooked and, if they're too frightened, they might scream and trigger a deadly peril. An example of a Sign in the demo are the black hands appearing upon the walls and doors.
Omens: Omens are Sign-like events with a longer duration. Unlike Signs, however, Omens can trigger something scarier depending on your "behavior", so to speak (not yet implemented), or they also can indicate that there is danger lying in wait. An example of an Omen in the demo is the flickering of the flashlight and house lights. It's sometimes inconsequential, but sometimes it foretells danger in the form of...
Traps: The first type event that can directly kill you, traps are exactly what you think they are: traps, AKA danger lying in wait somewhere else, that will kill you if you come in contact with it. Normally, when there is a Trap there is also an Omen that serves as an indicator. We have an example of this in the demo: The Presence can haunt rooms and corridors in the house, ending your life if you enter them. In the demo, the lights will flicker whenever this is happening at random (aka, some doors that are always lethal don't count here) but, in the final game, many more Omens could substitute it. Putting your ear to the door before going in could mean the difference between life and death!
The lines between Signs, Omens and Traps will be blurry. It will be up to you and your observation and pattern-recognizing skills to determine what is going on!
And finally...
Hauntings: The tense, nerve-wracking events in the demo, and the most direct approaches that the Presence can take. A Haunting taking place means that a manifestation of the Presence will actively try to find and kill you. You'll then need to react in an appropriate way in order to live. In the demo, the "dark walls" and "block-a-door" events are considered Hauntings.
https://www.kickstarter.com/projects/1139999460/song-of-horror-by-protocol-games/posts/1519825Hello again, dear backers. Long time no see!
We promised we'd send you an update once we had all set up following the failed Kickstarter campaign and, now that we have the complete information to give you, it's time to share the news.
We Made It: Alternative Funding Source Secured.
Thanks to the support coming from both our families and our publisher Badland Indie, we have been able to borrow, in very favorable conditions, the money we need to finish the game. This means that we will be able to continue sustaining ourselves working on the game full time.
Kicking it Up a Notch:
In addition to the former, which is great news on its own, we have also moved to our publisher's office for now, meaning we get to save the rent on the old one, and get a bigger space to boot.
We also have now a few talented interns working with us on the project, Their involvement will make Song of Horror's technical level improve dramatically, as we have now many more man hours to dedicate to each task.
Right now we're in the middle of the enhancement surgery, so to speak, so we don't have any pictures to share, but that will change at some point //content.invisioncic.com/a283374/emoticons/smile.png.
Release Plans:
We have been able to estimate our roadmap from here to release, and according to that estimate, Song of Horror will release around Summer 2017 for PC (Steam and DRM-Free), PS4 and Xbox One.
If you have any questions or comments, feel free to let us know!
All our love
The Song of Horror team.
scusate la domanda...ma ora che succede a quei soldi versati? e a chi li ha versati?Cvd, Kickstarter chiuso a 35.798€ a fronte di 50.000€ richiesti. Progetto rigettato :kep88:
Vedremo se il team troverà un altro modo per finanziarsi.
Se il KS non arriva all'obiettivo minimo fissato entro il termine non prendono i soldi a nessunoscusate la domanda...ma ora che succede a quei soldi versati? e a chi li ha versati?che hanno ottenuto in cambio i finanziatori?
ma quindi la gente fa offerte virtuali? scusa ma non ho capito...Se il KS non arriva all'obiettivo minimo fissato entro il termine non prendono i soldi a nessuno
Comunque adesso sono finanziati da Badland e se non sbaglio hanno vinto dei soldi con un contest spagnolo sul miglior progetto indipendente.
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