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The Ultimate SOMA Discussion Thread - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: SOMA (https://www.frictionalgames.com/forum/forum-55.html) +--- Forum: General Discussion (https://www.frictionalgames.com/forum/forum-56.html) +--- Thread: The Ultimate SOMA Discussion Thread (/thread-30110.html) Pages:
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RE: The Ultimate SOMA Discussion Thread - Sampyli - 11-13-2014 Quote:Tomorrow is a major milestone in the development of SOMA. We will reach Pre-Pre Beta. This means that all major features are in and we will play the entire game from start to finish for the first time. RE: The Ultimate SOMA Discussion Thread - Ashtoreth - 11-13-2014 (11-13-2014, 08:42 PM)Sampyli Wrote:Quote:Tomorrow is a major milestone in the development of SOMA. We will reach Pre-Pre Beta. This means that all major features are in and we will play the entire game from start to finish for the first time. Awesome news! ![]() (For those who might want to know the source, here it is: https://twitter.com/frictionalgames/status/532976886427959296) RE: The Ultimate SOMA Discussion Thread - Kein - 11-14-2014 Where is my beta-key ![]() RE: The Ultimate SOMA Discussion Thread - plutomaniac - 11-14-2014 (11-14-2014, 04:12 AM)Kein Wrote: Where is my beta-key get in line first... ![]() RE: The Ultimate SOMA Discussion Thread - Googolplex - 11-14-2014 They are working for 4,5 years on a 8 hour game and haven't even played it from start to the end? ![]() RE: The Ultimate SOMA Discussion Thread - Kreekakon - 11-14-2014 (11-14-2014, 05:27 PM)Googolplex Wrote: They are working for 4,5 years on a 8 hour game and haven't even played it from start to the end? Blog Post on Storytelling Wrote:Before I get more in-depth it is important to note that in order to use this approach correctly, the game must be broken down into scenes. Each scene could be a puzzle, an enemy encounter, and so on. Normally, gameplay refers to how the game plays out as a whole, but for this framework, we must split it up into sections. This is connected with the above requirement of not having repetition, and usually means that there needs to be a lot of logic and gameplay coded into the world. I think that this is presents a crucial piece of the puzzle for having better storytelling: to drop the need for an overarching play loop and instead make the gameplay fit each specific scene of the game. Assuming they followed their own philosophy it means that each and every scene had to have been carefully thought over and constructed to fit the game...which should take a very LONG time. RE: The Ultimate SOMA Discussion Thread - GrAVit - 11-15-2014 Quote:A little update from us. ![]() From their Facebook page and also blog. Good to hear that things are progressing well and that they're happy with their work! RE: The Ultimate SOMA Discussion Thread - Googolplex - 11-15-2014 Nice! But hmm... there are still tons of work. I have the feeling we have to wait until fall 2015. RE: The Ultimate SOMA Discussion Thread - Paddy™ - 11-16-2014 In the latest screenshot, we see what appears to be a glowstick in the centre. I wonder if this is another underwater grave, like the ones we saw in the preview videos: Spoiler below!
While we're on the topic of the underwater graves, let's hope they don't turn out to be the tombs of Simon and the other PATHOS-II employees, and that their digitised consciousnesses are being played out in a simulated reality. That's soooooo 1999 ![]() RE: The Ultimate SOMA Discussion Thread - Slanderous - 11-16-2014 I am honestly scared on how the modding feature will turn out in the end. I mean, the engine is going to be be better than previous one, sure, but I'm not certainly sure if people find out themselves in all of those assets that SOMA provides. It's easier to create a dungeon or a library than underwater facility or other future sci-fi stuff. I also hope there's going to be a hotkey for turning magnet on/off. xD |