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Steve Broome
30,087 followers -
Video Game Design. Analytics. Copy writing.
Video Game Design. Analytics. Copy writing.

30,087 followers
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We are adding all of the RPG elements to our game, so after extensive testing the classes for players are pretty well established. The first we profile in our latest blog is STEALTH, which fills an atypical support role in KINETIK.

We're going with a standard 3 class system, but combining it with a game that offers not only NPC classes to consider, but Drone companion classes.

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New blog post/video: showing gameplay with the Stealth player class.

Unlike most RPG shooters, our players, drones, and NPCs all have classes, so we spend a lot of time testing how each class fares against/with the other. This is important not only for team comp, but for player consideration when they craft and upgrade their drones, and for pre-mission loadout selection. The Assault class Drone is an ideal complement to a Stealth player:

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NPC patrol improvements broken down in the latest blog. We have a lot of new AI for our NPCs allowing more variety in their routes. This includes variable speeds of routes, overlapping paths, and random spawn chances that will strengthen some groups by adding an extra NPC.

This adds a lot of replay value to missions and gives us more options to scale with difficulty increases:

https://www.kinetikthegame.com/single-post/2017/11/04/NPC-Behavior-improvements

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Sculpting a heavy-set soldier class for our RPG game.

In Zbrush by Creative Director Mat Broome
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Working on our new class - Demolition. Typical RPG shooter heavy class with slow movement but high damage specialty weapons. These guys will be important to team comp with the fast pace of most action in KINETIK.

Sculpting in Zbrush 4R8
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Latest blog post goes over why we're leaving microtransactions out of our game - yes even for cosmetics - and details our RPG progression system.

I'd be interested in hearing others devs' viewpoints on microtransactions as an additional revenue stream for their games in light of recent debates. We tend to view it simply as a business model (not inherently bad or good) but like all business models it's subject to abuse.

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New lighting test of one of our full gear sets. We take these vids and run FPS tests every time the lighting changes in a key area, using different machines so that the artist can see how lighting is handled across different hardware

https://www.kinetikthegame.com/single-post/2017/10/14/Lighting-Test-001

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New lighting test of one of our full gear sets. We take these vids and run FPS tests every time the lighting changes in a key area, using different machines so that the artist can see how lighting is handled across different hardware

https://www.kinetikthegame.com/single-post/2017/10/14/Lighting-Test-001

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New wave gameplay footage, we've made a ton of changes in how NPCs rush player positions, and will be breaking down their AI functions as requested by devs in our making the game series

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Our new footage shows off some wave NPC gameplay, and improved path finding by our NPCs. We'll soon be doing more detailed AI breakdowns like showing how they use weapons and cover differently.

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