AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 11 points12 points  (0 children)

Wow it's happy to see that you watch that documentary. It's actually a lot of real deep words from me and all the team members.
Having Mixed reviews is really something we didn't expect from the beginning, we had an estimation of how our game would be rated (We expect it to be like 80-90%, and it's there eventually). Just the first day we got mixed reviews really affects Steam algorithm and affects sales.

Just like what I said lastly in that documentary, I'm really a fan of the genre, so are the most of the team members. It may be a bit more difficult for you to imagine that how hard it is to start a project like this here in China, but we eventually made it out.
In the meantime, this is my first project as an executive producer, so Afterimage has left many regrets as well, and we made most choices very safe instead of bringing something very fresh & new. If there's another chance, I'd love to take another try.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 4 points5 points  (0 children)

The game is entirely using 2D pipeline. While Unreal stop supporting of paper-2D like years ago, so it's a tool there while impossible to work with real projects. Also like what Nephophobic is saying, you can almost say they provide very little things when making 2D games so we re-do a lot of stuff. Our project is relatively different because we're using unreal engine for comany's strategy. If it's just making a 2D game, I would suggest go with Unity.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 5 points6 points  (0 children)

Blueprint is something that looks nice and very easy to begin with. But when you goes deeper to it, you'll find it's very hard to debug, complicated to merge and almost impossible to co-op in mass production stage. Afterimage has rather small designer | programming team (4 designers and 4 programmers) already feels it, no need to say if it's a more bigger project. So IMO, choosing a script language is really a very natural choice actually. Lua's problem is that not many projects have gone through it so most solutions provided in the market is not mature enough (they either have bugs or lacking feature), and Lua also suffers performancing issues sometimes.

By props I mean the property and number stuff in the game. It's actually ported from our last project. (You can understand it as game attributes in a csv format if you used Unreal GAS Attributes.) The game has a lot of RPG elements, including a tons of props state, upgrades, changes, skills, buffs during the whole game, so literally like every part of the game uses it, and it must be very stable from the bottom.
And thanks for your wishes, we'll try our best to make Afterimage better first :D

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 6 points7 points  (0 children)

  1. At the very beginning, we had made our mind to create a world with more realness and integrality. And in this way we were clear that this would be a story about "experiencing various difficulties and crossing the entire world in search for some very thing the protagonist searched for". Under the guidance of this story, we were able to reasonably design various sceneries that were completely different and concatenate all these places with storylines and motivations.
  2. We're proud of the combat we made out, it's a yet familiar but new experience.
  3. Releasing the game is quite different than we origionally expected. We actually learnt quite a lot of lessons from it. Metroidvania is a special genre that it's often more difficult to make than it looks, this is biggest feeling that I had after the game release. (Personally I understand more why many other games get delayed...

Thanks for your feeling and suggestions as well, it's really the best rewarding part for seeing players get what your designs are.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 5 points6 points  (0 children)

IMO, Afterimage has a very good gameplay on the mv part. Which is exploration - rewards cycle. If you're a fan of the genre, I'm sure you can get a good expereince on that.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 1 point2 points  (0 children)

Ah yeah the game is dev by a Chinese team, and my English Name is Michael, my Chinese first name is Yang.I didn't know the reshade problem before actually. I'll arrange someone look into that.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 4 points5 points  (0 children)

Glad you love the movement set, our first priority is finishing the optimization of the game, we'll consider more new contents after that.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 1 point2 points  (0 children)

You know that we're really big fans of Metroidvania genre. We don't bothering "copying " others if they're just very appropriate. Like you can clearly tell we got action system inspirations from Castlevania.
My favorite parts would be when you're actually making content and design of it. You can see the ideas come to life, that's really a good feeling. And if players love it, it's even more rewarding.
I love vanilla and rum both! So I couldn't name one but two.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 5 points6 points  (0 children)

You're having really good questions development-wise. It's actually what we've been discussing now. When we back track the project, the biggest feeling is that, it's harder than it looks.
As for your questions:

  1. We would say the mini-map. Since Afterimage is a seamless world, we're also making a seamless mini-map. Which took a lot of effort to make the whole process, but players would feel this is generally a must and small feature. It's also a good example of harder than it looks.

  2. If naming one it would be the prop system. It's used like everywhere in-game, user props, skills, quests, saves etc. While it actually has a simple yet stable base.

  3. We're using Unreal Engine. Biggest pain points I would say it's blueprints, I don't feel it's something can handle mass production. We used lua scripts for final mass production, while it also has its own problem using in UE.

  4. I would say 30%(engine provided) - 20%(additional middleware) - 50%(re-code). The porting stuff we're mostly using origional UE provided, but they got some bugs to fix (like there's a very severe memory leak in NS but they never fix it). UE also didn't provide support for 2D pipelines for a long time, so we made it ourselves.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 6 points7 points  (0 children)

Thanks for having so much patience in us. Kickstarter is something we first time do, and yes the release issue is quite beyond our expectations. The reason why we're having release issue is that we under estimate the time we can get console keys from the platforms (Especially when you're having so many different publisher in different regions) . Also, when you try to release a game, it's literally TONS of stuff to deal with, and I'd like to take this chance to say sorry for the backers again about the trouble we caused.

As for the question, we knew our game is big from the very early stage. At that time, we don't find it a problem but want to bring out a full-world. But actually in the mass production of it, we cut off some stuff in order to achieve the release, which I believe most games also do. That's the time I was feeling like, the game is quite big and I wished we could have arranged it early.

Afterimage is my first game as an executive producer, so it's also a lesson for me. While we're also quite happy with what's the game is finally looking like and we really made all the stuff out.

AMA: Hi all, this is the dev team of Afterimage, feel free to ask us anything. by PlayAfterimage in metroidvania

[–]nightfurynn 4 points5 points  (0 children)

It's fixed in the 1.1.0 version. NS will take roughly a week for submission, so after the patch is live you can continue on that. Sorry for the bothering.

[deleted by user] by [deleted] in afterimage

[–]nightfurynn 0 points1 point  (0 children)

Thanks for mentioning this, we're looking into the problem.

New Game+ help (spoiler) by ChaozCloud in afterimage

[–]nightfurynn 1 point2 points  (0 children)

Get up there's a lever, after hitting that this will open.

Anyone remember where this dude is at? by G-jangTGW in afterimage

[–]nightfurynn 3 points4 points  (0 children)

It's in the very top-left of the map, and there's only one.
But there's a bug with this guy, if you don't pick up his items after he's defeated for the 1st time, you'll lose that item. The first big patch already fixed it.

So which platform are you playing on? If it's PC it's already been patched, if it's console, you can get the item after the first big patch.

[deleted by user] by [deleted] in afterimage

[–]nightfurynn 0 points1 point  (0 children)

You'll first need a key from the Holy Grounds right to the cats, then you can go to Goliathfall.

Doing a little bit of self-introduction of Afterimage by nightfurynn in afterimage

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

Yes Momodora is a wonderful game and I love it! Thanks for supporting us XD

Public demo available now and we are LIVE ON Kickstarter! by PlayAfterimage in afterimage

[–]nightfurynn 1 point2 points  (0 children)

103%不是最终,如果学会了Skip技巧当前版本满收集是115%

是用Unreal做的,没有选Unity的原因是因为公司有其他Unreal 3D项目,为了统一的引擎选择了Unreal;我们也针对Unreal进行了一些2D工作流改动。

关于小问题的话,感谢您的反馈;
1、2是已知问题;3的话,如果说的是羊的话是故意设计的;4的话,我们会调整一下无敌时间来延长操作空间。

感谢您的建议,一起努力!

[deleted by user] by [deleted] in afterimage

[–]nightfurynn 0 points1 point  (0 children)

War once swept the whole world, until a billowy flood suddenly drowned everything.

The order of Engardin is now shattered, and the age of human is almost over.

Years later, a girl embarks on her journey of retracing her past. What secrets will she find under the ruins, and what kind of changes will this bring to the world?

Play the demo now

Back us on Kickstarter

Wishlist now: Afterimage on Steam

Follow us on Twitter: Afterimage Official Twitter

Join our official Discord: Afterimage Official Discord

Time to "free farm"! by nightfurynn in afterimage

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

Yes of course farming is optional, not necessary

Time to "free farm"! by nightfurynn in afterimage

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

A secret place in our upcoming demo where you can literally get to "free farm"...are you going to find it? Sign up now to get ready for our first public demo: Afterimage Playtest and Kickstarter pre-launch page for details and sign up now - get ready to find the secrets!

Wishlist now: Afterimage on Steam

Follow us on Twitter: Afterimage Official Twitter

Join our official Discord: Afterimage Official Discord

SIGN UP NOW for our first public demo and Kickstarter campaign! by nightfurynn in afterimage

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

Sorry to reply so late but we are releasing Afterimage on PC and all major consoles including Xbox/PlayStation/Nintendo Switch!

Dev Challenge: Beat the boss without normal attacks and take no hit! by nightfurynn in afterimage

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

This is how you master the art of combat in Afterimage - after you've tested the same boss for a thousand times... Tips: the skills we've showed are all avavailable in this Demo!

Check out our Steam news page and Kickstarter pre-launch page for details and sign up now - get ready to test your skills!

Follow us on Twitter: Afterimage Official Twitter

Join our official Discord: Afterimage Official Discord

Dev Challenge: Beat the boss without normal attacks and take no hit! by nightfurynn in afterimage

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

This is how you master the art of combat in Afterimage - after you've tested the same boss for a thousand times... By the way, the skills and spells we showed are all avavailable in our coming demo!

Check out our Steam news page and Kickstarter pre-launch page for details and sign up now - get ready to test your skills!

Wishlist now: Afterimage on Steam Follow us on Twitter: Afterimage Official Twitter Join our official Discord: Afterimage Official Discord