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Author Topic: Reflex  (Read 8799 times)

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Offline topo

Reflex
« on: September 22, 2014, 02:46:07 PM HST »
hello everybody today i am here to tell you about reflex :-)

it's an arena deathmatch first-person shooter game, currently in a pre-alpha stage of development. the developers have a ton of industry experience and are themselves avid gamers. here's their kickstarter trailer!


seem a lot like quake to you?
it is a lot like quake. one of the developers used to also develop cpma - a hardcore mod for quake 3 which made the game even more fun than vanilla q3.
the reflex developers took cpma's gameplay as a base from which to work and built an entirely new engine for it in their spare time - all three also work fulltime jobs, and they have been spending what time they weren't using to sleep or make money working on this for the last 18 months.

so why play this when you could play quake or any of its innumerable mods?

  • the fast-paced arena fps genre has been slowly dying for several years now. there's a small playerbase spread over far too many mods of quake, and this game has the potential to unite the majority of these players
  • ease of use! a major problem with quake and its various mods has been that it's just too difficult to get into. the developers recognize this and plan on spending a lot of time on making the game accessible and creating high quality built-in tutorials
  • in-game multiplayer map editing. you can make and simultaneously (by yourself or with friends) playtest maps. i don't think i need to explain why this is awesome :)
  • in-game replay editing. fragmovies are easy \:D/
  • dedicated servers and lan support
  • high performance and responsive input (targeting 120fps with 1000hz input sampling)
  • awesome spectator features. multiview, casting overlays, on-screen live statistics, spectator vs spectator interaction
  • steamworks integration - friends, achievements, VoIP, player invites + more
  • bots. one of the developers has decades of experience with ai and has the very ambitious goal of creating the best ai ever seen in an fps game. bots will use the tricks, stats, strategy and spam binds of real players

need more? check out their greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=317361451

apologies for the slightly unreadable text, but here's some info on the developers



i'd just like to say that i have no affiliation with any of the developers but i'm really, really excited for this game and hope you guys are too. help it get greenlit and spread the word! if you're feeling generous you could even help back it on kickstarter
« Last Edit: September 22, 2014, 06:25:33 PM HST by topo »

Offline izzy

Re: Reflex
« Reply #1 on: September 22, 2014, 08:10:32 PM HST »
ok, you talked it up enough.. i'm a backer now ::)

looks solid, the details seem well thought out. i hope they actually follow their Kickstarter plans through to the end because i sure like this part:


Offline BR

Re: Reflex
« Reply #2 on: September 23, 2014, 08:26:40 AM HST »
Oh man, I hope this revives Quake-style gameplay. Thanks for showing this.

Offline Nope

Re: Reflex
« Reply #3 on: September 23, 2014, 03:03:49 PM HST »
big fan of Quake here, i like old-school fast-paced FPSs, i hope my low-end graphic card can run it
<<VaG> PUDDLE> do u think green players won't kill u if u have pink block?
<[HOMO]Lostmotel> seems this behaviour doesnt apply to arena players :<

Offline shywolf91

Re: Reflex
« Reply #4 on: September 23, 2014, 04:17:38 PM HST »
thanks for the share i'll probably back this.
To hell with the raggedy. Time to put on a show!

Offline Ben

Re: Reflex
« Reply #5 on: September 24, 2014, 05:07:16 PM HST »
Yes my child hood is bringing back
I like fog shooting.

Offline timemachineone

Re: Reflex
« Reply #6 on: September 25, 2014, 07:22:19 PM HST »
By how fancy the graphics look. I doubt people who play aos would actually even be able to switch to that since most people I know on aos still have a toaster for a computer. This is also one of the times where devs may not live up to their promises. If you look at designs, plans, and old test server things of planetside 2 then compare them to the current version of planetside 2. The idea became radically different and some things that were unique and very accessible were removed. The original UI for upgrading your gear was very streamlined and was a list which was very simple and anyone could be able to know the upgrades by simply eyeballing the list. It was to some extent, very accessible. The problem however, was that it was a very cluttered UI and you would have to scroll up and down a lot. This caused them to edit it and it certainly looks a lot better and organized but it wasn't as accessible at the get go like the original UI. Map editting is something that is good but it is highly complicated to code. We have been promised of very smart AI from many huge game companies like EA and none of exactly delivered to the sweet spot. They either fail to even work or they are extremely smart and incredibly hard to beat. I don't see how an indie group can do this without massive funding. Nothing is coming up of Phil Brown as a famous coder who's coded a lot of games on google. He could be just lying to make sure his product is widely played. Dev created tutorials rarely work for games like these as players who actually played this game without any knowledge beforehand can actually give meaningful advice. This promotional poster could be quite easily recreated by any of us as most of us know how to make some sweet looking banners so there's the bordering, already a lot of different font types out there, and pretty sure most of us can just throw in a bunch of coding terms and some adjectives to make everything look super legit. What I'm getting at here is that this "Reflex" project, with "known" coders might not be as good as it sounds. If they actually are legit about creating something amazing, they should have gotten a publisher out of there enthusiasm rather than begging for money on KickStarter. Also as this is quite a very small community centered around a very small game, we won't be making much of an impact.
« Last Edit: September 25, 2014, 07:37:34 PM HST by timemachineone »

Offline topo

Re: Reflex
« Reply #7 on: September 26, 2014, 08:09:57 AM HST »
woah, thanks for your post, looks like you put a lot of time into it! I'll try to address it all. here goes

By how fancy the graphics look. I doubt people who play aos would actually even be able to switch to that since most people I know on aos still have a toaster for a computer.
I never intended to suggest that people should switch to reflex. I made the post originally in "the little big list" just to let people know that reflex existed, and to see how many were interested in a game like it.

Quote
This is also one of the times where devs may not live up to their promises.
I understand your skepticism, but I definitely don't share it. Nothing that the devs have said or done in the ~6 months that I have been watching this project has given me any reason at all not to trust them to deliver. I don't expect you to just take my word for it though, you're entitled to your own thoughts :)

Quote
If you look at designs, plans, and old test server things of planetside 2 then compare them to the current version of planetside 2. The idea became radically different and some things that were unique and very accessible were removed. The original UI for upgrading your gear was very streamlined and was a list which was very simple and anyone could be able to know the upgrades by simply eyeballing the list. It was to some extent, very accessible. The problem however, was that it was a very cluttered UI and you would have to scroll up and down a lot. This caused them to edit it and it certainly looks a lot better and organized but it wasn't as accessible at the get go like the original UI.
Later in your post you say that they should have worked with a publisher. They've actually already turned down more than one publisher exactly for the reason that they want to keep complete creative freedom on their project. Publishers influence the development of a game in a huge way, and rarely for the good of the game itself. Take Jagex's Ace of Spades for example. :)

Quote
Map editting is something that is good but it is highly complicated to code.
Perhaps not as complicated as you might think. It's already been put into the game. Here's a stream of an old q3 mapper creating a map for reflex, in reflex (and swapping in and out of editing mode to playtest it). There's no sound because twitch mutes stuff with third party audio content and he was playing music at the time.


Quote
We have been promised of very smart AI from many huge game companies like EA and none of exactly delivered to the sweet spot. They either fail to even work or they are extremely smart and incredibly hard to beat. I don't see how an indie group can do this without massive funding.
Game companies can make promises and fail to deliver. These guys actually enjoy what they're doing and they don't want to compromise their product due to artificial time or money constraints. It comes down to whether you believe in them or not I guess, but I do wholeheartedly. As for funding, the entire point of the kickstarter is to get enough money for them to keep up development for the next year at least.

Quote
Nothing is coming up of Phil Brown as a famous coder who's coded a lot of games on google. He could be just lying to make sure his product is widely played.
If you google my name you get a baseball player, a tenor and a murder victim... and my name isn't even close to as common as Phil Brown! Regardless of whether or not he's lying (which I genuinely doubt he is - he was reluctant to share his identity in the first place for fear of losing his job) he's managed to do an amazing job on the game's engine so far so I have total faith in his ability to deliver.

Quote
Dev created tutorials rarely work for games like these as players who actually played this game without any knowledge beforehand can actually give meaningful advice.
They're already working together with people who are very fluent in the game's movement mechanics to come up with genuinely helpful tutorials. At least one of the guys they're working with has been experimenting with people totally new to the game and trying to find the best way to teach them. Dev tutorials often focus on the most basic mechanics of a game (which is understandable but far from ideal! developers often don't have a chance to discover the intricate details of how a game plays out in their limited time playtesting it... 15 years after quake 3 was released, strategies are STILL being developed and improved upon.) Quake Live's tutorial, for example, teaches you to pick up weapons, health and armor, and shoot at a bot. It doesn't teach you anything about how to move around the map efficiently, how to avoid taking damage, the concept of weapon choices/usage being situational, etc. and that sort of stuff is absolutely crucial to being a good player.
The developers of reflex have gone through everything new players go through with quake and at least one of them has become one of the best cpm players in Oceania. Even if they didn't have this experience for themselves, they're very open to community input. I think the tutorials will be more than satisfactory. :)


Quote
This promotional poster could be quite easily recreated by any of us as most of us know how to make some sweet looking banners so there's the bordering, already a lot of different font types out there, and pretty sure most of us can just throw in a bunch of coding terms and some adjectives to make everything look super legit.
Well yeah, you could... but what does that have to do with reflex specifically? Besides there are a ton of programmers that are interested in the project and I think by now one of us would have called them out if we didn't think they knew what they were doing :)

Quote
What I'm getting at here is that this "Reflex" project, with "known" coders might not be as good as it sounds. If they actually are legit about creating something amazing, they should have gotten a publisher out of there enthusiasm rather than begging for money on KickStarter. Also as this is quite a very small community centered around a very small game, we won't be making much of an impact.
Might not, but everything I've seen has made me believe in them strongly.
Also I didn't make this thread to try to get aloha to make an impact, I made it because I figured some of us might enjoy it as much as I do! :)

Offline topo

Re: Reflex
« Reply #8 on: October 08, 2014, 11:52:05 PM HST »
Hey guys, quick update!

The kickstarter has been canned. Reflex itself hasn't. It was greenlit early today (austime), and it will be on early access.

Offline Gabrui

Re: Reflex
« Reply #9 on: October 09, 2014, 11:14:46 AM HST »
It would be impossible to play this game if you have a ping higher than 100ms, even with a good netcode.  :-\
  Experimental

Learn more about that green tower: http://aloha.pk/index.php?topic=4986.0
Please, don't grief your team's tower, by blocking its stairs or disordering the tower (slowing down the building).