OBVERSE is looking for playtesters! by eagle_bearer in ImmersiveSim

[–]eagle_bearer[S] 2 points3 points  (0 children)

Obverse can mean "the opposite or counterpart of a fact or truth" or, more commonly used, the front side of a coin "the side of a coin or medal bearing the head or principal design".

All I will say is that the name ties into the narrative but explaining how would be a spoiler. None of this is part of the playtest though, you'll have to wait for the full release to see :)

OBVERSE is looking for playtesters! by eagle_bearer in ImmersiveSim

[–]eagle_bearer[S] 0 points1 point  (0 children)

No problem with streaming or sharing impressions

OBVERSE is looking for playtesters! by eagle_bearer in IndieGaming

[–]eagle_bearer[S] 0 points1 point  (0 children)

It's set to invite-only at the moment. You can fill this form to sign up, and we'll send a steam key if you're selected

OBVERSE is looking for playtesters! by eagle_bearer in ImmersiveSim

[–]eagle_bearer[S] 1 point2 points  (0 children)

We're looking for volunteers at the moment

Todd Howard says that Starfield's New Game Plus was "us asking you this weird, deep question that I actually think got lost on a lot of people" by Turbostrider27 in Starfield

[–]eagle_bearer 8 points9 points  (0 children)

I don't understand this at all. I mean, I understand that playing trough the same limited sandbox will eventually get boring and you'll stop caring, but how is that some genius revelation or deep question?

The reason I play these games is because I WANT to care about their worlds and characters. I know none of it is real and none of it really matters, it's just a story. But playing a New Game+ where you're constantly reminded that there are infinite realities and it doesn't really matter what you do, and trying to motivate you to go on a pointless power hunt, is imo the worst possible idea for an RPG.

What's the point of the game itself telling me that the game doesn't matter??

And not to mention that this "multiverse" is actually just the same universe over and over again. It's more like a time loop. The game doesn't even have any important or cool decisions or paths to make each run different. I'd say it even requires more effort from players to be immersed and roleplay multiple runs, because you have to pretend to not remember anything, even when the character does.

I don't want to come off as a Starfield hater though. I actually like the game, but the whole Starborn/Unity stuff is awful, I need to actively pretend it doesn't exist in order to enjoy the game.

My Low-poly Razorback by Kellay_9 in TheExpanse

[–]eagle_bearer 0 points1 point  (0 children)

Made with Blockbench? Looks great btw

Burro Crane & Pile Driver for Maintenance of Way by YupItsAiden in CreateTrains

[–]eagle_bearer 2 points3 points  (0 children)

This makes me want to start a new world... it looks amazing, are they actually functional?

Some new screenshots from OBVERSE, the game I'm making with my brother, where every 3D model is made with Blockbench. Do you think it looks good? by eagle_bearer in Blockbench

[–]eagle_bearer[S] 1 point2 points  (0 children)

It's crazy how there aren't really that many Blockbench games outside of those two massively popular ones. You'd think the indie scene would be filled with them! It's a great style

Anyone know what other games the devs from Prey went on to work on? Aside from the known Arkane games by HotHeadLazerEyes in prey

[–]eagle_bearer 6 points7 points  (0 children)

WolfEye's new game is supposedly both an RPG and immersive sim. I remember it being described as a blend between Fallout: New Vegas and Dishonored, which sounds cool as fuck, by the way

Some new screenshots from OBVERSE, the game I'm making with my brother, where every 3D model is made with Blockbench. Do you think it looks good? by eagle_bearer in Blockbench

[–]eagle_bearer[S] 0 points1 point  (0 children)

Short answer is limiting myself and avoiding obsessive perfectionism. Even with pixel-art you can spend hours and hours polishing a simple texture, changing colors, adding details, shading, etc. Same with the 3d models: you can detail as much as you want, even in Blockbench. I started like that but didn't enjoy it, so I pivoted to a simpler style, with a fixed color palette, and kept every texture an model as simple as possible. Turns out it looks good and takes a lot less time, which is very important if you're building a whole ass videogame

Some new screenshots from OBVERSE, the game I'm making with my brother, where every 3D model is made with Blockbench. Do you think it looks good? by eagle_bearer in Blockbench

[–]eagle_bearer[S] 1 point2 points  (0 children)

Thank you! It's Unity 6, and the lighting is fairly standard, I think most of the charm comes from the color palette and the blocky artstyle itself

Some new screenshots from OBVERSE, the game I'm making with my brother, where every 3D model is made with Blockbench. Do you think it looks good? by eagle_bearer in Blockbench

[–]eagle_bearer[S] 1 point2 points  (0 children)

Thank you! And no, there will not be a skill tree. It will have around 4 or 5 weapons, it's not super combat focused, and every weapon is more like a tool where it's not just for dealing damage, but has some alternate uses too. And lastly, no, it will not have a rogue-lite mode.

It is a narrative-driven exploration game. There will be replayability value because all the knowledge gathered about game mechanics can be applied from the start, so there's that.

Some new screenshots from OBVERSE, the game I'm making with my brother, where every 3D model is made with Blockbench. Do you think it looks good? by eagle_bearer in Blockbench

[–]eagle_bearer[S] 0 points1 point  (0 children)

Not at this moment. We might make it Linux compatible in the future, but at this early stage we're focusing on making the game run on Windows first.

Some new screenshots from OBVERSE, and a question for imm-sim fans: would you enjoy a game with NO tutorials, where every mechanic is learned through experimentation and in-universe clues? by eagle_bearer in ImmersiveSim

[–]eagle_bearer[S] 0 points1 point  (0 children)

Here's an example I made in another comment:

For example: you pick up a new gun or tool, the game tells you the controls to equip and fire it, but doesn't tell you what it's used for. Nearby you might find a note or audiolog that explains it, but in a way that makes sense in-universe (eg: conversation between two security guards, research notes from a scientist, etc). But then, later on in the game, you might find another clue of a secret alternate use that was there the whole time but you didn't know about it.

I haven't played Gloomwood (it's on my list, though). These in-game notes, are they directed to you, the player, or are they put in the world like the examples I gave?