If the game is not in alpha testing yet, it's unlikely he'll know the download size, installed size, and price.
Hello again Creamer! Pretty much what Platyrrhine and redribbon said. We still adding content to the game, so it's hard to say exactly right now but it's safe to say it will be over 1GB. The game requires iOS 4.0 and up and runs on 3GS and up (but nich graphical features are only available to new devices like iPad2/3 and iPhone4S). Depending on the momentum at launch, we will possibly add more stuff once released (still not sure now) but the game features a whole survival horror campaign with multiple endings, achievements and lot of side stuff out of the box. Of course, any founded bug after release will be fixed as quick as possible. Once you get the game, it will be one price tag (any update/extra content will be free). The price will sit around 7-8$ at launch. Let me know if you have any other question.
From the sounds of it, FM will be premium (no IAP) stuff Also, make it universal and ICloud supported
Forgot to mention yes, it is already universal and we will add iCloud support so you can play on any of your devices the same campaign.
Alright guys, not a video but few images to keep you happy till new alpha gameplay shots arrives! This is not the inventory (where you access riddles/puzzles items, maps, options, quest info, etc) but the in-game HUD (which is by the way dynamic)! The inventory is on the top left corner! There's also a lot of interaction with gestures touches/movements that isn't visible at all! I'll showcase all that in the coming video, soon! Enjoy!
Looks good as usual. So your flashlight can run out of power? Or am I just looking at the diagram wrong? Haha Even more excited to see some new footage.
That's awesome. So, do you have to collect batteries, or some sort of energy, to keep your flashlight running? Seems like things could get pretty scary without a flashlight.
The flashlight is a special one, you can recharge it on light zones only (anywhere there's a light), there's no batteries. Some sort of enemies are sensible to light and you can use it to your advantage. As you can see in the teaser, light plays a big role in FM. Also, take a look at the small symbols inside each weapon, they also have special upgrades/capabilities!
That's pretty neat. And yeah, I noticed those symbols. Will they be something like the elemental effects in Borderlands?
The fact that ragdolls have advanced so much is incredible. Back when Half Life 2 was brand new, enemies just collapsed in a head when the died. Going to Left 4 Dead, your shotgun shells tear chunks out of the infected while simultaneously blasting them backwards. Good to see you're going with the latter, because the former was present in Nova 3 (almost said Crysis, jeez Gameloft, not helping your status here), and was just silly.
Indeed, we have emphasis on high quality animations, ragdolls are just part of that pipeline (though they are simulated in real-time procedurally).
Wow. I'm so excited for this game, please hurry up with the alpha gameplay Everything looks great Tato! Especially excited about the ragdolls. Really my only concerns now are the controls and the release date. Oh and the framerate...it looks to good to play smoothly. Still it did well in the teaser...
Controls are smooth, nice and easy. You'll get your hands on it without any tutorial! The game is now running in average to 55-60fps on high end devices and 25-30fps on low end devices (there's also lot of stuff we can improve)! Release date, nothing changed, the end of the year! Cheers,
Yes end of the year And the framerate...can't wait for that Will you be incorporating gyroscope or give us an option to do so? Finally a good survival horror game since dead space. Seems like GL never made one except the zombie infection (an ok game in its time). What engine are you guys using, an in house one or something like unity? Are you using motion capture for the animations? Because the teaser looks like you are... Is the lighting HDR? Will we be able to tweak the graphic ourselves, say, turn AA on and off and maybe advanced lighting effects to play around with the performance? Maybe a Christmas release? Oh yes...will you be beta testing with TA members at all?
Some of our interaction features uses gyroscope and accelerometer. We've build our game framework on top of Unity engine but all our graphical features (and the framework itself) is made by us (custom depth textures, soft-shadows, etc). This framework is a survival horror oriented engine on top of Unity, which allows us create horror gameplay/events quickly! Which means after FM, there will be others types of horror games (more often) from us! We've licenses a cheap motion capture technology but soon after I've hired two experienced animators from a well known AAA studio. Those animations are all hand-made but looks incredibly realistic! Btw, they are the responsable of the Teaser which was build in only in two weeks. Nop, but we are using a couple of pseudo features to mimic realistic rendering, baking Global Illumination on light probes to lit dynamic characters, flare eye adaptation and other eye candy features. Keep in mind that even if FM have good nice looking graphics, this is not the main selling point of the game. Our animations, storytelling and gameplay are also awesome. Yes, we will eventually make few optimal default setups depending on the device detected but you will be able to tweak some of those options by yourself. The game should be finished before that but we have plans to release by Christmas. Yes, I've already got a list of potential testers, all here from TA. If you want to beta test it, please send me an email to: tatoforever AT psychozinteractive DOT com Cheers,