In Theory… Reset Gameplay Teaser is Live!
On this truly grand day it is I, Mikko, taking over our In Theory post!
It’s been a long time coming but we are finally ready to show you what Reset will be all about as a game. We were going to start a crowdfunding campaign along with the release of the teaser today, but unfortunately there will be some delay in launching the campaign. We are so sorry that you still won’t be able to give all your money to us. That will change soon, we promise!
Without further ado, the Reset Gameplay Teaser:
The reward of hitting F5… 8)
Soon! (we hope) π
The vehicles on the road still stick out like a sore thumb =/ Their artistic direction and level of detail seems to pale in comparison to everything else. Hopefully those aren’t finalized designs!
Everything else is amazing though! Very beautiful works you guys π
Yeah, lots of things are still work in progress, like the vehicles. We are quality oriented so everything will be on par when we get to the finish line. π
Also the raindrop splashes don’t look that great when compared to the all-around graphics quality (: It’s still in pre-alpha so I think you have the time to re-do the effect (:
The game looks phenomenal but in my opinion this game would need a Steam Greenlight as it would advertise Reset. Or is it too early for Greenlight?
Okay, get that campaing up as soon as possible. I want to give you money, even more after that Gameplay trailer! And please do a reward with the soundtrack as well!
Cool, soundtrack option is available (as soon as we start). π
Any chance to download the hq version of this teaser somewhere?
YouTube rapes the quality, you know…
Yeah, we’ll set up a download this week. π
You guys are a) wesome, b) eautiful.
I have a few more question that Iβm curious about:
1).Is responsive control input essential to playing RESET? To be specific, is there any serious impact on gameplay by playing it at 30fps (or generally anywhere below 60fps)?
2).Does RESET use DirectX or OpenGL?
3).Will RESET be optimized to extensively utilize GPGPU?
4).Will RESET be optimized for CPU with 6 cores or more?
5).Are you going to implement your own custom made anti-aliasing solution or simply use techniques that are currently available?
6).Do you plan on porting RESET to the PlayStation 4? If so, in your opinion, does the PS4’s hardware capable of running RESET at 1080p@30fps without any cutback in the graphics department?
As far as their earlier responses to comments are to be trusted:
2) DirectX 10
3) they mentioned PhysX I think (or even CUDA) so on NVIDIA hardware probably yes
5) MSAA was mentioned in the lighting article, but no idea if/what they are using
6) “maybe” — I personally doubt that will happen any time soon
About 1)… Since it is a puzzle game I don’t think input latency will matter much. (you can play portal perfectly well at 30fps, even the more hectic scenes)
Hienolta nÀyttÀÀ!
Kiitti! (thanks) π
The game is looking awesome. Really nice work guys.
You are inspirational.
Thanks! Keep on truckin! π
It looks amazing! Keep up the good work, guys, and just give us a sign, when you need any support.
This project promises to be a major event!
Thanks, we’ll shout when the time comes. π
looks pretty good.
nΓ€yttÀÀ perkeleen hyvΓ€ltΓ€ π
Goodgood! π
goooood!, this looks pretty goood! congrats and keep going! I know game developing is hard and tiring but definitely it has its rewards.
Thanks! Yeah, sleep is somewhat of an unknown thing for me nowadays. 8)
HOLY HELL…
Yep! π
Woooooohoooooo!!!!11!!1!one21!
Looks amazing, even while following this project since the very first video, it’s still surprising to actually see some gameplay footage!
Yes, our loyal supporter! π
This is absolutely awesome!
If the level of quality you put in the creation of trailer will be in the game too, then you have a winner here.
A story beyond words.
The only thing I would dare to add is: you really have to smooth the rotation of the FPS cam, the movements are really not fluid and are detrimental to the overall mood and precision of the trailer (and the game I guess).
Cool thanks! Yeah the mouse control is still work in progress. Getting a good but precise mouse control to work fluently in sync with game steps still requires some tuning and tweaking. How the game feels is much about the control of the character. This is a very important aspect. Good that you noticed. π
This was so awesome. Good work guys!
Cool, thanks! π
Can you guys upload original video somewhere? YT butchered quality.
Yeah we’ll set up a download this week. π
Nice, really looking forward to it.
Came here from PC Gamer – great looking game! Soundtrack as well is beautiful π Please make it a reward in your indiegogo campaign!
Cool, PC Gamer boys were great to put up news about us! Soundtrack perk is ready and waiting when we start. π
This looks so great! I love the sense of emptyness, and slowly rebooting computers. Keep up the perfect tone of these visuals!
Thanks! We’ll do our best. π
Hope you are smart enough and put it on Kickstarter.
Stronghold Crusaders didn’t and they failed and would have succeeded on KS.
They cannot since Kickstarter is out of limits for Finland, among many other country. KS is mainly meant for US and UK.
Yeah, KS would be a really big hassle for us, Indiegogo campaign should begin any day now. π
Watching the movement in the gameplay trailer was disappointing, I understand that it’s pre-release footage and that sound would improve things a lot but I think there was a missed opportunity here.
Having the movement feel no different to stock standard Unreal/Unity FPS-style movement isn’t going to make the player feel like a robot.
Since robots move in a stiff and robotic manner I was expecting to see an uncommon animation technique where the limbs are physically simulated and are “animated” procedurally.
It would be so cool to watch the hands move and feel as though it’s a physical part of the player character as opposed to being faked as usual.
I understand that it may still be in early development but this is the sort of thing you need to get working right before designing the rest of the game with strong consideration of this mechanic.
Less “a FPS about a robot”.
More “a game where you play a robot”.
If you’re trying to do some arty thing where you go “it’s generic FPS feel because we’re making a statement about gaming” then I think you should reconsider.
It’s a small detail but I think it could elevate this game beyond being possibly considered “Unity drek”.
Thanks for the input! Ok so I hear’ya. The animations are lacking in the robotic feel. Our animation system is still work in progress (like everything else π ). There are three main motivations for doing the character animations the way we do (in no particular order).
1. Game is king. Character animations have to support the gameplay and not start to be annoying after the first five minutes. So if the “feel” of the character animations starts to overcome gameplay flow then they need to be checked. This is not to say that the “character” shouldn’t be there, it just has to be in balance with the rest of the game. Too much simulation can be bed and not enough can also be bad.
2. We really thought about how this kind of exosuit could really exist and how it would work. It is essentially a walking forklift. We designed it so that a human could easily work for long periods of time inside the suit and not get neck and back injuries in the process. The suit, although rugged outside, should feel like an extension on the inside. Movements and precision like today’s modern industrial robots. Graceful, yet somewhat stiff. This was the starting motivation for the feel of the character.
3. The animation system itself has requirements. We wanted to translate the feel by attaching the player camera directly onto the animated character. There is no separate first person scene. And no HUD either. The system also has to be such that a minimal amount of work will go into creating the animations, so we use an IK based characted driver that procedurally generates footsteps and hand positions. So far we only have one walking cycle animation to drive the torso and hands while walking. Instead of having for every walking direction, inclination etc.
I hope this gives some insight to what’s going on with the animations. I agree that we still have a way to go to reaching the full feel of being in the control of the mech and hopefully our vision will not be too far from your vision. π
Oh and yeah, not making any statements about gaming. We’re just following our vision. π
And about the Crowdfounding?
Sooooooooon! (I hope…) π
Muito bom… muito lindo…
English please π
I want this game so much !! Will it come to PS3? Please publish it to PS3!! This will be best game ever. Suomalaiset on parhaita!
-Keba69
Cool man thanks! Sorry PC first. π Jepa, ruletetaan! π
WOW! I love this! I’ve been following this game since March 2012 (1 year and 8 months) I don’t wait more time I need it.
Ahora hablare en castellano, mi idioma, ΒΏQue es lo que habeis estduiado los dos Alpo y Mikko? Sobre todo me interesa saber que es lo que estudio Mikko Kallinen porque se que es el programador y su trabajo tiene mucho merito.
Thanks for read this and answer me please Alpo or Mikko.
You publish all comments? Good job!
Yes, we try, the spam filter is a pain in the butt to use though π
I’ve been following this game since March 2012 (1 year and 8 months) I don’t wait more time I need it.
Ahora hablare en castellano, mi idioma, ΒΏQue es lo que habeis estduiado los dos Alpo y Mikko? Sobre todo me interesa saber que es lo que estudio Mikko Kallinen porque se que es el programador y su trabajo tiene mucho merito.
Thanks for read this and answer me please Alpo or Mikko.
I don’t remind that you only understand english so it goes the translation: “What is what you have studied? In special Mikko because is the programmer and as i see his work is incredible (Alpo is fantastic too :p ) I would like to be like you (both).
Cool! A loyal fan! We’ll try to get to you as fast as we can π
I don’t mind if I wrote my real e-mail or fake e-mail in other comments at any rate this time I have written my real email. Greetings.
I don’t understand the story…
I’m sorry, but you guys need something more than good textures and hq shadows, and sun flares.
http://i.imgur.com/wnYFm1e.png this looks horrible. Half the trailer you’re moving the spacecar and the heat unit, and they are taking up 80% of the screenspace without actually getting a feel that you are holding the thing (there’s no hands visible). It feels like it’s just a car hood stuck to your eyeball. Just to illustrate my point: http://i.imgur.com/wwKj71n.jpg. Sometimes the flare is most of the screen. You built a beautiful world. Let the player see it, and not look at a huge metal texture for half the game.
Your masterfull _still_ graphics won’t recieve attention it deserves with horrible animations and lacking gameplay. You are making a _game_ aren’t you, not a movie?
I understand, it is much more satisfactory to read all the “can’t wait” comments, but these won’t help you make a great game. These are people who ignore the part of the game that makes it a game: gameplay. Games become classics because of their gameplay, not because of sun-flares.
I wish you good luck and lots of energy to finΓsh the game, make the gameplay the main attraction and succeed as game developers.
Thanks for the feedback. Constructive criticism is always welcome. We’ll of course keep tuning things until the game goes gold.
Hope I’m wrong, but it looks like you’re not going to meet your funding target. IMO, put your entire game out for free (via P2P) and accept donations. Also make all your assets and code FLOSS – and I’m confident you’ll not only get ‘paid in full’ but also become Internet Heroes for the simple fact you clearly understand how teh Nets actually work, ie. “To be Online means to Share Everything.”
As for your awesome robots: have you seen the movie “Silent Running”? Give them a personality which is directly viewable through eg. how they move. How does ‘heavily armoured but emotionally vulnerable’ sound? (OK, this isn’t Wall-E π
Aesthetically, your game has a cool, Halo ODST ‘New Mombasa in the rain’ vibe to it: http://alienfiction.com/2013/11/02/one-night-in-new-mombasa/
In any case, good luck with the project! (If you ever need any help with the ‘story-space’ you’re trying to set up, just let me know.)
Sincerely, Rob H. Dylan
Hey, thanks for the feedback. That of course is one way to go. One big problem with that is that Finnish law doesn’t allow companies to gather donations. And as for the campaign so far we’re on track with reaching our goal. And I’m not talking about just calculating the mean of contributions coming in per day. There is a reason why it is a campaign and not just a flash sale. π
it looks an interesting game ,but in your demo video the robot stands on a car with no damage to the car , next the robot walks up to an object like eye ball to eye ball and the object starts moving with no visual or physical sign that this is going to happen ,example I would use my eyes to determine where I would place my hands and place my arms or body to suit , I hope you understand me . also the city and surrounding with the movable objects ,like cars look just puzzle pieces , the place needs to look alive or lived in with colour ,movement ,worldly .I love to see this been a successful game. I base my views on playing Myst and other one person action games.
We were going to start a crowdfunding campaign along with the release of the teaser today.
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