Hello friends! My apologies for the thread necromancy, but I was directed here from another Descent-related forum (DXX-rebirth).
I'm Cydereal, the game designer for Retrovirus and that annoying guy talking on stream, for those of you who checked it out.
We're really excited about our game, obviously, but it's way more important to me that communities like yours find something in it. We're making this game because we liked playing Descent and we wanted to see what happened when some of the basic concepts of Descent received a modern touch. That said, we're not the ultimate arbiters of what made Descent a good game. The amount of time put into 6DOF games here is immense, so naturally, I'd be a fool not to value your opinions.
So, I'm all yours. What questions do you have about our game from what you've seen so far? What things are, to you, so critical to the Descent experience that we'll be screwing ourselves if we miss them?
A bit on stuff I've already seen in this thread:
Level Detail: sdfgeoff, you nailed it. Levels with too much clutter become a pain to fly through, particularly as you dogfight. Nothing is worse than strafing up into an obstacle and losing your shot or getting stuck while you get pummeled. We're looking for a finer balance. Our movement is slightly different from Descent, in that it's a bit more "direct". You'll feel a bit less like a vehicle, in terms of delay and turn acceleration. We're a bit more like a modern FPS in that way, only you're able to move in all directions. The vehicular feeling is added in with a slight sway to the visible weapons and a very slight lag time when turning. The clutter in levels can go up somewhat, as our movement is more precise, but we're definitely cognizant of this factor. It feels really good right now boosting through a smooth surface.
On the setting: Sergeant Thorne, I hope you're wrong, haha
![Smile :)](./images/smilies/icon_smile.gif)
We do have some puzzle gameplay, though right now we've only shown one level that includes it. The puzzle we have shown is a stealth level, where you've got to cloak through a level full of turrets that will ruin your day if you show yourself. In the canon, you're breaking into the Operating System to defend the system's root permissions from the virus. I'm curious, what would we be able to do to make this cool for you? Is it just a setting thing and you're not likely to dig it? Would knowing more help? Please, don't hold back if you have an opinion!
Sound and Physics: flip, our sounds right now are mostly pinched from our last game, Sol Survivor. Kind of a cop out, as what you hear is all we've got available, but that's what I've got for you on that front. Can you qualify what you mean by "the physics are nowhere near as fluid as Descent?" I'm asking because the specifics might help me make changes now, if it makes Retrovirus better.
On our "trails" in Multiplayer: Sergeant Thorne, we've not got a real canonical reason for the trails in multiplayer other than without them it can be very difficult to spot enemies. It may be that we're hand holding a bit, but this is still early. It's more a mechanical decision than a graphical or canonical one.