Ion Fury "formerly Ion Maiden, launching August 15!"
#3962 Posted 28 August 2020 - 01:59 PM
This was the changelog to a late beta, mostly missing few bugfixes.
.exe fixes perf but there are a ton of other things that are related to it.
You will want 1.1 game files and if you choose so, use your own supplied .exe
#3963 Posted 02 September 2020 - 12:39 PM
https://voidpoint.com/public/
https://lerppu.net/fury11.txt
A "stopgap" patcher until the final .exe hits it's places and this can act as a patching solution for the big box owners for the time being.
Bigbox users will want to copy the linux binary in the game directory as expected files (exe .bin .grp .grpinfo) should be present in the same dir.
This is based against a reference master copy so if your release fails to patch, make sure of the above point.
It may or may not work on other copies of the game.
Each exe is for specific version, fury101_11.exe = 1.01 to 1.1, etc..
For what it's worth, we're sorry for the wait, hopefully this is at least better than nothing
#3964 Posted 03 September 2020 - 12:20 AM
#3965 Posted 03 September 2020 - 12:36 AM
#3967 Posted 03 September 2020 - 01:01 AM
#3968 Posted 03 September 2020 - 01:13 AM
However we can't guarantee that there isn't some internim changes going on, patches contain executables that have received testing.
Consider this more as a disclaimer.
#3969 Posted 03 September 2020 - 01:42 AM
NightFright, on 03 September 2020 - 12:36 AM, said:
Same here, GOG v1.02 patched successfully. Cheers!
#3973 Posted 06 September 2020 - 05:13 PM
#3974 Posted 06 September 2020 - 06:25 PM
Micky C, on 06 September 2020 - 05:13 PM, said:
Must be hiding what the vehicle looks like
#3975 Posted 06 September 2020 - 07:04 PM
MusicallyInspired, on 06 September 2020 - 04:32 PM, said:
You also got to avoid Cliffy B
#3976 Posted 07 September 2020 - 03:10 AM
Micky C, on 06 September 2020 - 05:13 PM, said:
Shelly's into bikes from what I've heard and judging from sounds in teaser...
This post has been edited by Bubble Gum Chewer: 07 September 2020 - 03:11 AM
#3977 Posted 07 September 2020 - 03:38 AM
#3978 Posted 07 September 2020 - 04:13 AM
#3980 Posted 08 September 2020 - 03:55 AM
Sanek, on 07 September 2020 - 04:13 AM, said:
Does that mean IF's expansion pack's opening cutscene will be just as infamous as The Birth's?
#3981 Posted 08 September 2020 - 04:08 AM
#3984 Posted 08 September 2020 - 12:18 PM
#3985 Posted 08 September 2020 - 12:36 PM
Micky C, on 08 September 2020 - 04:08 AM, said:
Yeah, it actually had something like this planned VERY early on but was scrapped before any work was done.
Just some trivia:
A lot of the decision in Fury and such was caused by the fact that the game's scope was very limited at first.
It was initially requested as 4-5 map, almost throwaway title, with art being converted assets and renders from bombshell (the "main game" as it was), sounds etc.. with heavier ties to bombshell's story. The alien you see is a test from that game.
The project was to be completed in roughly a year at most.
Overall progression was similar but the visuals and complexity were much more toned down and had a bit less of the signature visual identity it's known for.
It's not secret that the first screencaps were practically bullshots and around the corner you would see just devtextures
While we worked, we were kind of left on our own with gaps in the project that were never truly filled.
It took us around 2016 to realise that we need to finish the project on our own.
Our stubbornness eventually landed us with people filling those missing roles (i.e. musician, sound, modeller, vp intro logos, etc..) all by different guys we handled ourselves.
Naturally our standards couldn't let some quick conversions and such exist so we ended up doing everything from scratch basically.
1.5 years of work was kind of condensed and bits picked out to form the preview campaign to get at least something out and this was worked on hard for about a year.
During this period we finally got our vertical slice of the game and the feel for things and around spring 2017 we had our first external guys beta test the game.
It was ultimately the extremely good feedback and reception that finally pushed us to finish the title, we at one point even threw around ideas of just selling the preview as standalone lower priced thing but the ready product finally made us see the light
After that we moved back to our stuff from 2016 and polished the heck out of those for 1.5 years (while backporting preview segments to main game) and that's what you have.
Fyi, this is not too far off from what the first testers got to play:
#3986 Posted 08 September 2020 - 12:44 PM
#3987 Posted 08 September 2020 - 01:50 PM
oasiz, on 08 September 2020 - 12:36 PM, said:
Our stubbornness eventually landed us with people filling those missing roles (i.e. musician, sound, modeller, vp intro logos, etc..) all by different guys we handled ourselves.
Naturally our standards couldn't let some quick conversions and such exist so we ended up doing everything from scratch basically.
Sam Hyde has the greatest advice on this sort of thing that everyone should take heed, that I will summarize because not everyone will get/care for his video style: If you want to finish a project in timely manner with a good level of quality, you need to outsource portions of the project to other people. Not only that, but to reduce "crunch time" it helps to have people taking care of other responsibilities in your life while you focus on the project. All grunt work prevents you from being creative because all of your energy is being spent on labor, whether physical or mental. Just because you're capable of doing the entire workload yourself, doesn't make it the greatest use of your time. This is especially crucial advice if you're someone who has to work on a project as a hobby and you still have a day job. If you're spending all your free time cleaning the gutters, cutting the lawn, mopping, washing clothes, that's time you could have spent being productive on the project.
In a separate video he has companion advice to this concept, where if you get really good at one thing, you can become the grunt worker for someone else and create a pretty lucrative career basically being your own boss. If your skill is useful enough, you can work very little for someone else for quite a lot of money, therefore being able to spend more money and time on your projects.
This post has been edited by Jimmy: 08 September 2020 - 01:58 PM
#3988 Posted 08 September 2020 - 02:06 PM
"Not only that, but to reduce "crunch time" it helps to have people taking care of other responsibilities in your life while you focus on the project." - People seriously underestimate the importance of this. I couldn't focus on anything I really wanted to do until I had someone paying my bills for a while (had a rich ex). Soul crushing jobs are soul crushing.
Work smart, not hard. I mean, Killpixel said his wife basically let him make his game before he got contracted by 3DR. Creative people need a lot of support, it's just a shame we don't have actual patronage anymore.
#3989 Posted 08 September 2020 - 02:13 PM
This post has been edited by Jimmy: 08 September 2020 - 02:22 PM
#3990 Posted 08 September 2020 - 10:58 PM
Your efforts should be focused on the bigger picture, delegating roles and making sure that production doesn't stop. These all tend to fall apart if you have no process or plan. It's like telling a group of chefs to cook something but not handing out a recipe. Talent, guesswork and skill can still save the dish but that's not very efficient. I'm talking about things in general and not necessarily referring to Fury here
Anyway, when I refer to stubbornness, I was merely referring to the fact that despite things looking extremely grim for the fate of the project multiple times, we didn't give up.
We got very lucky to get VERY right persons to fill in the roles, i.e. I sort of knew Roz's stuff (musician) from before and I met him at a demoparty around late 2016, super drunk and I was showing some map from the full game to a friend of mine and chatted "Wish we had tracker music" and Roz conveniently started shoulder surfing and offered to make some, which was a surprise since the game looked kinda shit back then
It's harder to get good stuff when you're on shoestring budget, you want the talent but you also want to give something back.
2016-2017 was kind of a transition point, once we had some segments of the preview together with first drafts of the ingame music (genesize in final) and sounds, things kind of started to come together finally. Our stubbornness was kind of rewarded as things finally progressed from development hell towards a viable product. Things were in limbo so many times that it was hard to really even get anyone because you always had a fear that things would go to waste. Had it not been for the positive reception and hype after working on the game in secret for years, I think it could've been a shorter journey.