We are now selling limited copies of the Depth of Extinction First Access only on itch.io and would love to hear your feedback or questions.
First Access Feedback Sticky
Which version of OSX are you using? I'm going to try to push out another build on Monday. so will see if I can resolve it for you then.
Reporting that launching it through the ich.io client indeed worked!
Edit: I'll add some comments. First, it was a pleasant surprise to find a little tutorial: didn't expect that for a first release!
I have only 3 little comments so far :
- it may be my screen, but the stars of the skills in the stat tree are barely visible.
- I am playing on a laptop, and the framerate isn't locked, which leads to noisy and perceptible overheating, especially on the intermission screen. I know this isn't probably high priority right now, but just throwing that in.
I need to get more comfortable with the interface, but besides knowing what ammo or health was left on my guys, it was all very intuitive, and the iconography at the bottom is great. Also hurray for the reverse camera pan option: that was disorienting for me at first ;D Really looking forward to your game!
Thanks for the feedback! It was nice to talk to you and we like your suggestions/ideas. The character stuff will definitely get some significant work at some point and I like the ideas you mentioned and we have some other things in mind you might like. Having some unlockable options for appearance are one thing we are considering.
Appearance stuff is always welcomed. I've played a little further than I had when I first posted now. I certainly notice that the characters have portraits but they are really only used for a moment when you meet them. It would be nice to have a little "Face window" when their turn comes up or something, just so you know who you're looking at. Also, for story based things that perhaps could come sooner than later, I'm thinking a short story interlude between zones. Like, you get done with the scrappers and they tell you that the Rust buckets may have the data you need to set a course for the next area or something you need, and thus you have the reason you're moving on.
Further, there seems to be some sort of flooded world thing going on (at least I think? We always seem to be getting on our missions from a sub) which I think is pretty neat and would love to hear it expanded upon, how did this happen and why sort of stuff. The world is just as much a character as any other. For that matter, if it is a water filled world, a mission between zones where enemy pirates attack and you have to fight them off would be pretty interesting.
When it comes to the idea of character creation, one thing to really consider is if you want it to be more like XCOM, Xenonaughts, or others like it, where you get characters and create them from the ground up, or if you want it to be more like Hard West, or Fire emblem, something where the characters you get are set and you only really choose how they grow. the former allows the player to make their soldiers into whoever they want them to be. In my copy of xcom 2 I'm running characters from Left 4 Dead, Payday 2, and other random people just because the idea of them fighting aliens makes me giggle.
The advantage of having a set cast however is that you can have them have a much more cohesive narrative around them, you get to decide how they interact with the other units and have more control over their story and can, in theory, use that to make the story sound more solid.
My personal advice is to pick one direction or the other and go in on it hard, because if you try to do both at once, you're much more likely to capture the worst parts of both of these elements rather than the best.
Certainly looking forward to seeing where this goes.
OK, thanks for the alert. We just uploaded version 29.2, is that the version you were using? We are sort of "experimentally" supporting Linux as we have no test boxes and I believe you are the first to try it with the FA version. I will see if we can get something going to run some tests on it next week. You can message info [at] hotstudios.com if you have further details to share.
I tried the Windows client under WINE, it works, sluggish but somehow playable. Because of client's size i'm pretty sure you've failed someting while compiling Linux, but my knowledge is closed to nothing about this.
The previous version "demo" was working, i think. I can't find it anymore, i wanted to try it again.
The size is strange except when you consider that the OSX build is same size as Linux and I KNOW that one works because I use OSX as my dev environment. I suspect it's something with an OpenGL driver. One of the programmers has a Linux machine and is going to check it today so we may have an update tonight for you to try.
Looks like it's a problem with the 32 bit version we are distributing. One of our guys said it ran great for him in 64 bit so may just remove 32 bit Linux support.
We updated to 29.3 last night and changed the Linux build to only include the 64 bit version. We think this should solve the issue and would love to here if it now works for you.
Thanks for the new patch. Sadly, it's still have the exact same behavior as 29.2 (with or without Itchio open, same result).
Here is the log from Itchio after a crash : https://pastebin.com/raw/6zCnM...
Linux Mint 18.x 64bits Xfce
Intel Core i5 4590 (4 x 3,3 GHz)
MSI GeForce GTX 960 @ 2 Go
Drivers NVIDIA 375
8 Go DIMM DDR3 PC12800
Screen LED 1920x1080
French system with a bépo keyboard
We think it's the texture sizes of the story intro backgrounds causing the crash. It's probably only happening to you (we can't reproduce at least) due to the 4 displays on your system. We are going to down sample them for the next build and hope that solves the issue.
I only have one screen.
Interesting. We saw this in the log.
[2017-06-09 @ 20:30:01.392] [launch/native] out: client has 4 screens
Weird. It may be my "virtual desks", only to have more space to arrange windows on the desk if needed, but still i only set 2 virtual desks, not 4. Anyway even without the virtual desk, same result.
Thanks for trying. We knew it was a long shot. Still planning to tweak some things for the next build so I will alert you then :)
One more thing to try from an engineer on the team:
launch without the itch client from the command line. Unity errors will show directly on the screen.
cd /home/tchey/.config/itch/apps/Depth\ of\ Extinction ./doe-linux.x86_64
Also, the Unity player.log would be helpful. The pastebin looks like just the Itch client log. The player log should be here:
~/.config/unity3d/HOF Studios/Depth of Extinction/player.log
How long did you play? The character progression is much more customizable than the demo. You can assign up to 2 classes (5 now but more coming) to a character (1 at start and another at level 5) and skills are tied to stat levels.
Character customization is on the To Do list.
We still have quite a bit we plan to add to the game and will do a post next week with some more details so hang in there with us!
Thanks for the feedback and for giving it another try! I plan to play JA2 some this coming week and get an idea about what they do well. I'm sad to say that I've never played it but bought a copy on GOG a while back and have been meaning to give it a run through.
The camera is a definite point we are going to work on for the next build. Maybe you can use the WASD or Arrow keys to make it more comfortable for you in the meantime? We definitely also plan to upgrade the minimap in a future build.
more rework for camera will be awesome.
if you play Jagged Allience 2, i strongly recommend using 1.13 fan patch from Bear's Pit. it changes the game mechanics to maximize in every respect and reveal the potential of the game. usually JA2 fan speaks about it with patch. as vanilla state is rather pity. since it was one of the last Legacy of old Sir-tech company, it couldn't hold time till completion and released as if literally unfinished buisiness.
JA2 Bear's Pit mod patch (Stable)
Unstable but Latest
the input is rather complex if you compared with similar games in same genre, even with original X-com with OpenXcom applied. but once you got used to, you would notice how JA2 had born from incredibly rich springs of ideas as a tactical squad based strategy role playing. and the pacing of the game is really second to none imnho.
some russian JA2 follower games like 7.62 tried to become golden but all of them are just like a similar playing ground with raw materials scattered around.
Wasteland 2 tried to contain JA2's combat and gun systems, but it also failed for cutting too many edges. but the pacing was nearest to JA2.
Shadowrun Chronicles should be mentioned as remarkable hidden gem of tactical turn-based squad based role playing game the pacing wise. the point is, smooth playability in both of single/multi play. its rarest case in this genre. within the current new Shadowrun series, i have to say Chronicles is still staying in rather rough made state, but the pacing and mission based progression should be technically in the same scope of Depth of Extinction. the opinion from TRPG players of Shadowrun (veterans) are mostly divided by 2. "it's too simplistic" or "still somehow feels like more "Shadowrun" than other new ones". the persons of latter opinion got the real core of the game i think.
Thanks for the recommendation. My only PC laptop is Windows 10 and I couldn't get the Bear's Pit mod version to run there. Kept crashing and none of the troubleshooting steps worked. I was able to get the GOG version to run but it locked up as soon as I got into combat. I may try to watch some youtube videos.