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5 NeutralAbout Minimpoun
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I do not run the project, I am just the Lead Programmer. The game director is still Taylor, he is also the one who does all the publicising and marketing. If you have a problem with how the website is wording something, he's definitely the one to talk to about that.
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Man, not sure why you are being so hostile. And no, I'm not pretending I am working on this project for my own enjoyment. I started working on Apeiron a few months ago, and have since gotten to create a bunch of cool stuff I wouldn't normally get to do. So yes, I am personally on this project for my own enjoyment.
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Yeah, I'm the Lead Programmer on the project. Heh, yeah I can see why you'd think that. I work full-time at a different studio creating games for a living, I have little time to write code for Apeiron, which is one of the reasons we don't show gameplay often. I have been prototyping our new swoop racing mechanics though, can be found here. The base movement mechanics are done as well as some other gameplay features. Lately, I've been working on recreating the UI and inventory system. Here is a snippet from the inventory design document to give you an idea as to what it'll look like. Truth be told, I'd post a lot more gameplay related stuff; however a lot of the cool things about gameplay mechanics are hidden in the implementation and are often not cool to the average viewer. People prefer to see art assets than a editor extension I wrote to make renaming assets easier for designers lmao I honestly don't even remember what is on the website. The team size at the time of writing is 9 heads. As far as what kind of people are on the team: professionals. Taylor (the game director) is very strict about who he lets on the team, everyone working on Apeiron are either industry professionals or are extremely talented students that are looking to go into the game dev profession. There is currently only two programmers on the team, and the second doesn't do much because he recently had a kid. I do as much as I can; however no one on the team works on Apeiron full-time. We all do this as a passion project in our free time. With that said, that doesn't mean we treat this like a mod. We all take this very seriously as if it was our full-time job. The way this team is run isn't much different than my day job, we take it seriously, but at the same time everyone knows we're just doing it for fun. Taylor often posts updates about the project on his Twitter, and I will post things on mine every now and then.
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Cause I didn't make the site, and because the site hasn't been updated in over a year afaik. We've talked about updating it and putting more accurate information on it, but that takes time. And none of us get paid to work on this project.
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What is there to "expose" exactlly? "Big bad people are making a star wars game because they think it's fun! Burn the heretics!!" We have no goals to gain anything from this project other than self-enjoyment. If Disney wants to shut us down, they have all the power to do so. We do not claim to be immune, our fanbase often times will say "Oh, this is a mod. Disney can't shut it down.". We all know this isn't true, if we get shut down, it'll be sad but there's nothing we can do about it. This isn't some conspiracy theory, it's a bunch of Star Wars nerds that are game devs by profession making a Star Wars game because they enjoy it. Whoopty fuckin doo, you exposed us. Good job.
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We have a lot we've not shown, and this is intentional. We are trying not to draw too much attention to ourselves, and we also want somethings to still be a surprise when the game comes out.
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This is the first time since joining the project I've seen someone ask how we're going to implement the installer. As the person who actually wrote the installer, I can answer this. When you download the game from our website, it'll prompt you to specify the install location of the original (the folder container the .exe), once you do this it will look for a folder called "data", then it will load the "sounds.bif" file--similar to the way the KOTOR tool loads the .bif files. Once the file has been loaded, Apeiron will install into the directory you choose. Once the game is installed, it will then copy all the .wav files from the sounds.bif file and paste them into the /Content/Audio/ folder. Then you can just double click on the Apeiron icon and it'll open the game, the first time you launch Apeiron you will see a loading bar with the words "parsing audio". This is because the files are directly copied as .wav files, however the game needs them as .uassets, so we have to import them at run time. This will only happen once. As far as "How will they make it so KOTOR legal copies activate this "not a mod" and prevent cracked versions from also doing so?". There is nothing we can do about this, I've never cracked the game so I have no clue if there is anyway to tell if the game is legit. We've thought about checking to see if there are folders prefixed with "steam" (because the steam version adds folders with "steam" in their name), but we decided against it as we want to be able to support GOG and Disk versions of the game. There is no way for us to stop someone from pirating KOTOR then installing our mod.