- Liittynyt
- 16.10.2016
- Viestejä
- 620
Jatkoa Postal 2:lle
https://pelaaja.fi/uutiset/postal-4-paljastui
Save 10% on POSTAL 4: No Regerts on Steam
"POSTAL 4: No Regerts is a satirical and outrageous comedic open world first person shooter and the long-awaited true sequel to what’s been fondly dubbed as "The Worst Game Ever™", POSTAL 2! (No third game is known to exist.)"
What the Developers have to say:
Roadmap:
Trello
https://pelaaja.fi/uutiset/postal-4-paljastui
Save 10% on POSTAL 4: No Regerts on Steam
"POSTAL 4: No Regerts is a satirical and outrageous comedic open world first person shooter and the long-awaited true sequel to what’s been fondly dubbed as "The Worst Game Ever™", POSTAL 2! (No third game is known to exist.)"
What the Developers have to say:
Why Early Access?
“To date, we’ve been 100% self-funding this title through Steam royalties, but now we need to grow the team further, and we believe involving the community is the best approach towards making the best POSTAL game ever happen. We considered a few alternative options of funding, such as approaching publishers, many of whom showed interest but ultimately backed away due to fears around the controversy P4 may generate. We also considered a Kickstarter but then decided selling a paper pitch to the community was not our style. We want to show and demonstrate actual gameplay before looking to the community for help.
Working with a publisher this early on would have no doubt seen us having to hold back on some of the more outrageous ideas we have planned (not to mention most of them wouldn’t touch it with a 10 foot dildo), so going at it our own way with the community’s support is an exciting prospect for us. This way, we can make sure we’re prioritizing the things that are central to our fans and players as well as getting a clear idea of what features you would like for us to implement and what aspects of the game you feel are the most important.
Why call it POSTAL 4 when you’ve disowned POSTAL III?
We had entertained the idea of calling it something like The Real POSTAL 3 or even POSTAL 2x2 as a play on words. We could have also confused everyone and done the whole reboot thing by simply calling it “POSTAL”. Ultimately, though, POSTAL 4 makes it clear that it’s the next big game in the POSTAL franchise.
But it’s not going to suck like POSTAL III… Right?
Fuck no! POSTAL 4 is being made in-house by much of the same team that brought you POSTAL 2: Paradise Lost and POSTAL Redux – a team that understands and respects the community and what made POSTAL 2 the timeless classic it is. POSTAL 4 will be the true sequel that fans have been craving for well over a decade!
Are you guys aware you’ve spelt ‘No Regrets’ wrong?
We Regert Nothing!
Why a new Voice actor for the POSTAL Dude?
Rick Hunter was not available to reprise his role as the Dude for POSTAL 4. We are, however, excited to announce that industry veteran Jon St. John, best known as the voice of Duke Nukem among many other memorable characters in his venerable career, has joined us, and we are very pleased with his take on the Dude.”
Approximately how long will this game be in Early Access?
“Until Mike J’s bidet runs out of water. Most important is that we work our asses off to give you our best effort, and of course we’ll be providing updates after its official release to add new features and make improvements.”
How is the full version planned to differ from the Early Access version?
“POSTAL 4, much like POSTAL 2, will be split up into 5 days (Monday to Friday) with a new set of errands to finish each day. As you progress through the days, the game’s map will open up to reveal more of the world.
See our tentative road map for upcoming updates!
https://trello.com/b/r6OgwR1j/postal-4-early-access-roadmap
Design
We have a bulk of the design and concept art done for areas of the game not yet implemented. We won’t be sharing the core design of the game ahead of time in order to not spoil some of the things we have planned (or have someone like Rockstar steal our ideas for GTA 6!), but rest assured, we know where we are going with it. Future errands will get ever more outlandish and involved.
We may, however, share some design documents that focus on various game mechanics and planned features.
Humour/Satire
We plan for the humor to be more outrageous than ever! Due to the nature of Monday acting as a way to ease the player into the game’s systems, and also because we want the humor to be up-to-date for the game’s release, we’ve not yet added much of our trademark satire, parodies, and other pop culture tomfoolery. Fear not though – it’s coming in true no holds barred, low brow, RWS-style!
Game world
Around a quarter of the planned final world is explorable, although the art and level design will undergo many improvements. Many buildings that are inaccessible or incomplete at the moment will be opened up in future updates. Others will have their artwork improved, and we will also be working to improve the overall lighting in the maps.
Each day, when fully implemented, will open up new areas of Edensin, each having their own theme and style. Monday’s part of the map includes the suburbs in a dry desert area. Future areas will include more city-like built up areas and more lush green sections. There will be lots of variation in the overall world design.
Main Errands
The three main errands for Monday are implemented and fully playable in a “Janky Alpha State”™. Monday’s errands will serve as introductions for the game’s systems such as combat, interactivity, and animal training. These three errands will receive much more polish during the early stages of Early Access.
Of course, we’ll be adding more errands as we expand the map and implement the rest of the days of the week.
As for the state of the existing errands:
As well as the main errands, optional varied side errands will be added which will be activated through different means. Race Mobility Scooters! Put out raging fires with your Hose! Steal fancy art for a shady art dealer!
Three side errands are nearing the end of development and will be added to the in-game Monday during the early stages of Early Access, and each preceding day will have its own set of side errands to complete in the future as well.
Side errands will grant the player rewards, such as a secondary means of earning money which can buy weapons, power-ups, or maybe to bribe yourself out of trouble with the law, and other unique bonuses.
Weapons, items, and vendors
POSTAL 4 is planned to have guns. Lots of guns And other household items that aren’t guns being used as guns. For now, a small selection is currently available in Early Access, including the return of several classics as well as some handy new weapons. The arsenal will be expanded throughout development, and additional variations in the forms unique ammo types and weapon modes will also come into play to support different playstyles. Try out the Spurt’n’Squirt 9000’s different canister types and imagine what’s to come!
Additionally, the Catnip and Energy Drink return and are present in EA, and there will be some new power-up types and items that allow new abilities and actions. To acquire all of these things (aside from scavenging and theft), we plan for a more elaborate economy in POSTAL 4 where players can use their hard earned (or stolen) cash to purchase various power-ups and weapons. Vendors and vending machines will return.
Bystanders/AI
Right now, the AI is around what it was in POSTAL 2, give or take some features. We plan to take this much further in coming releases to make the AI more engaging and varied to interact with, as it is the attention to the little detail here that made P2 somewhat ahead of its time back in the day.
What’s there:
What’s coming:
Right now, you’re able to go around the town committing all sorts of commotion without fear of repercussions (aside from the gun-toting citizens of Edensin). Enjoy it while it lasts, because in an upcoming update, Edensin’s police force will be added for you to totally respect their authority… or not! We are currently testing it on our end. Trouble is, the police of Edensin are so corrupt, they’re crashing the game, but we should have these swines in line soon!
The first inclusion of the police system will be fairly rudimentary and akin to what was seen in POSTAL 2, but we have plans to take it much further over the course of EA.
Dress up!
Not a fan of the Dude’s new threads? While you’re objectively wrong to think it’s not totally awesome, fear not! In a coming update, the POSTAL Dude will be able to acquire his iconic trench coat, or dress up in any number of ways to fit your mood. Dressing up, much like in P2, will also influence the gameplay, especially if you sneak a uniform out of the police station.
In-game cinematics
The in-game cutscenes are implemented on a basic level and functional. We will be working to make significant improvements to these and future cinematics, as well as improving overall lip syncing and animation work.
Optimization
POSTAL 4 is currently very CPU heavy as of now, and therefore a 3.0Ghz quad core CPU or better is recommended, although this requirement will reduce as development progresses. There is much we can do to optimize, and while it will be an ongoing effort throughout the project, there will be a major push in this area during the early days of Early Access.
We’re aiming to use level streaming as much as possible and avoiding any obvious load zones. This is currently resulting in some mild hitching when traveling through some parts of the game, and we aim to iron these out.
Menus and save system
While it needs more work, the menu system and many main functions are in place. It’s currently not possible to rebind your keys from the menu (although it is still possible via the configuration file), this will come in a future release. We may also change the music and add some animations to the art in the title screen. Should there be a demand for a certain menu option, we’ll prioritize based on feedback and look at implementing them sooner rather than later.
For saving, Early Access uses a very basic checkpoint system. We will improve the functionality of this system in the short term, and in the long term, we plan to incorporate a standard load/save system like POSTAL 2. This is a very involved technical challenge in this engine, especially when paired with our streaming open world, so it will have to come down the line.
Controller support
Controller support is added but not fully optimized yet. At this time, Keyboard and Mouse are recommended for the best experience.
Crashing
It’s typical – for many months leading up to this first EA release, we had experienced very few crashes, and right as we were getting ready, a few started to pop up due to us needing to update to the latest build of UE4 in order to get the feedback system working. We hope we’ve managed to squash most of them, but some might remain, and others will no doubt appear with various updates.
Needless to say, we will prioritize fixing crashes each and every time they show up. But what’s a POSTAL game without a few crashes?
Co-op
How soon we implement this into development will depend on the sort of feedback we get from the community, but we have designed the game with it in mind and are making our game mechanics network friendly, so when the time comes, we’ll be ready for a smooth implementation!”
What is the current state of the Early Access version?
“In the current Early Access release, Monday, along with three errands, are fully playable, although much is in a state of alpha jankiness. The meat and potatoes are in place for everyone to jump in and start going POSTAL to see the potential of where we are going with it.”
Will the game be priced differently during and after Early Access?
“We plan to make incremental increases to the price as we add content and progress through Early Access, leading towards the final release and price.”
How are you planning on involving the Community in your development process?
“Initially, we will be using the in-game Feedback system (where players can submit feedback, along with a screenshot, directly from within game) along with the Steam Community Hub and our Discord server to monitor feedback and collect information as well as post updates about our progress. We will be making updates with various minor improvements often and aim to have bigger content updates each month, all accompanied with full change logs.
We’d like to take this opportunity to say that we do not believe in the crunch culture. We care about our members’ (and their families’) well-beings. For this reason, we ask for your understanding should we miss a milestone we set for ourselves. We’re a small team undertaking BIG goals. We have always been honest and open, and that will not stop now. We appreciate your consideration.”
“To date, we’ve been 100% self-funding this title through Steam royalties, but now we need to grow the team further, and we believe involving the community is the best approach towards making the best POSTAL game ever happen. We considered a few alternative options of funding, such as approaching publishers, many of whom showed interest but ultimately backed away due to fears around the controversy P4 may generate. We also considered a Kickstarter but then decided selling a paper pitch to the community was not our style. We want to show and demonstrate actual gameplay before looking to the community for help.
Working with a publisher this early on would have no doubt seen us having to hold back on some of the more outrageous ideas we have planned (not to mention most of them wouldn’t touch it with a 10 foot dildo), so going at it our own way with the community’s support is an exciting prospect for us. This way, we can make sure we’re prioritizing the things that are central to our fans and players as well as getting a clear idea of what features you would like for us to implement and what aspects of the game you feel are the most important.
Why call it POSTAL 4 when you’ve disowned POSTAL III?
We had entertained the idea of calling it something like The Real POSTAL 3 or even POSTAL 2x2 as a play on words. We could have also confused everyone and done the whole reboot thing by simply calling it “POSTAL”. Ultimately, though, POSTAL 4 makes it clear that it’s the next big game in the POSTAL franchise.
But it’s not going to suck like POSTAL III… Right?
Fuck no! POSTAL 4 is being made in-house by much of the same team that brought you POSTAL 2: Paradise Lost and POSTAL Redux – a team that understands and respects the community and what made POSTAL 2 the timeless classic it is. POSTAL 4 will be the true sequel that fans have been craving for well over a decade!
Are you guys aware you’ve spelt ‘No Regrets’ wrong?
We Regert Nothing!
Why a new Voice actor for the POSTAL Dude?
Rick Hunter was not available to reprise his role as the Dude for POSTAL 4. We are, however, excited to announce that industry veteran Jon St. John, best known as the voice of Duke Nukem among many other memorable characters in his venerable career, has joined us, and we are very pleased with his take on the Dude.”
Approximately how long will this game be in Early Access?
“Until Mike J’s bidet runs out of water. Most important is that we work our asses off to give you our best effort, and of course we’ll be providing updates after its official release to add new features and make improvements.”
How is the full version planned to differ from the Early Access version?
“POSTAL 4, much like POSTAL 2, will be split up into 5 days (Monday to Friday) with a new set of errands to finish each day. As you progress through the days, the game’s map will open up to reveal more of the world.
See our tentative road map for upcoming updates!
https://trello.com/b/r6OgwR1j/postal-4-early-access-roadmap
Design
We have a bulk of the design and concept art done for areas of the game not yet implemented. We won’t be sharing the core design of the game ahead of time in order to not spoil some of the things we have planned (or have someone like Rockstar steal our ideas for GTA 6!), but rest assured, we know where we are going with it. Future errands will get ever more outlandish and involved.
We may, however, share some design documents that focus on various game mechanics and planned features.
Humour/Satire
We plan for the humor to be more outrageous than ever! Due to the nature of Monday acting as a way to ease the player into the game’s systems, and also because we want the humor to be up-to-date for the game’s release, we’ve not yet added much of our trademark satire, parodies, and other pop culture tomfoolery. Fear not though – it’s coming in true no holds barred, low brow, RWS-style!
Game world
Around a quarter of the planned final world is explorable, although the art and level design will undergo many improvements. Many buildings that are inaccessible or incomplete at the moment will be opened up in future updates. Others will have their artwork improved, and we will also be working to improve the overall lighting in the maps.
Each day, when fully implemented, will open up new areas of Edensin, each having their own theme and style. Monday’s part of the map includes the suburbs in a dry desert area. Future areas will include more city-like built up areas and more lush green sections. There will be lots of variation in the overall world design.
Main Errands
The three main errands for Monday are implemented and fully playable in a “Janky Alpha State”™. Monday’s errands will serve as introductions for the game’s systems such as combat, interactivity, and animal training. These three errands will receive much more polish during the early stages of Early Access.
Of course, we’ll be adding more errands as we expand the map and implement the rest of the days of the week.
As for the state of the existing errands:
- Prison Guard- While functional, this errand is currently missing some elements from the design such as a section that explains how the Taser Baton will work, polished cinematics and more scripted gameplay. Overall, this is the errand that needs the most work still in the current build.
- Sewer Worker - The core of this errand is implemented. Future updates will improve some of the platforming and include more integrative puzzles. We’ll also include an event that takes place once all the tasks in this errand are complete as you leave the sewer to make completion more rewarding.
- Animal Catcher - The animal AI and animations will receive more attention during the early stages or Early Access.
As well as the main errands, optional varied side errands will be added which will be activated through different means. Race Mobility Scooters! Put out raging fires with your Hose! Steal fancy art for a shady art dealer!
Three side errands are nearing the end of development and will be added to the in-game Monday during the early stages of Early Access, and each preceding day will have its own set of side errands to complete in the future as well.
Side errands will grant the player rewards, such as a secondary means of earning money which can buy weapons, power-ups, or maybe to bribe yourself out of trouble with the law, and other unique bonuses.
Weapons, items, and vendors
POSTAL 4 is planned to have guns. Lots of guns And other household items that aren’t guns being used as guns. For now, a small selection is currently available in Early Access, including the return of several classics as well as some handy new weapons. The arsenal will be expanded throughout development, and additional variations in the forms unique ammo types and weapon modes will also come into play to support different playstyles. Try out the Spurt’n’Squirt 9000’s different canister types and imagine what’s to come!
Additionally, the Catnip and Energy Drink return and are present in EA, and there will be some new power-up types and items that allow new abilities and actions. To acquire all of these things (aside from scavenging and theft), we plan for a more elaborate economy in POSTAL 4 where players can use their hard earned (or stolen) cash to purchase various power-ups and weapons. Vendors and vending machines will return.
Bystanders/AI
Right now, the AI is around what it was in POSTAL 2, give or take some features. We plan to take this much further in coming releases to make the AI more engaging and varied to interact with, as it is the attention to the little detail here that made P2 somewhat ahead of its time back in the day.
What’s there:
- Bystanders will randomly stop and chat to each other, as well as use their cell phones
- Bystanders will react to the POSTAL Dude when holding weapons, doing something weird, or forgetting to up his zipper after watering the flowers
- Basic combat AI and reactions
- Home invasion – NPCs will not like you just barging into their house uninvited!
What’s coming:
- Routines – Many bystanders will be going about their day and you can follow them and see what shenanigans they get up to, assuming you can resist the urge not to ruin it!
- Better pathfinding – Rather than randomly wandering around, Bystanders will take more logical routes with purpose.
Right now, you’re able to go around the town committing all sorts of commotion without fear of repercussions (aside from the gun-toting citizens of Edensin). Enjoy it while it lasts, because in an upcoming update, Edensin’s police force will be added for you to totally respect their authority… or not! We are currently testing it on our end. Trouble is, the police of Edensin are so corrupt, they’re crashing the game, but we should have these swines in line soon!
The first inclusion of the police system will be fairly rudimentary and akin to what was seen in POSTAL 2, but we have plans to take it much further over the course of EA.
Dress up!
Not a fan of the Dude’s new threads? While you’re objectively wrong to think it’s not totally awesome, fear not! In a coming update, the POSTAL Dude will be able to acquire his iconic trench coat, or dress up in any number of ways to fit your mood. Dressing up, much like in P2, will also influence the gameplay, especially if you sneak a uniform out of the police station.
In-game cinematics
The in-game cutscenes are implemented on a basic level and functional. We will be working to make significant improvements to these and future cinematics, as well as improving overall lip syncing and animation work.
Optimization
POSTAL 4 is currently very CPU heavy as of now, and therefore a 3.0Ghz quad core CPU or better is recommended, although this requirement will reduce as development progresses. There is much we can do to optimize, and while it will be an ongoing effort throughout the project, there will be a major push in this area during the early days of Early Access.
We’re aiming to use level streaming as much as possible and avoiding any obvious load zones. This is currently resulting in some mild hitching when traveling through some parts of the game, and we aim to iron these out.
Menus and save system
While it needs more work, the menu system and many main functions are in place. It’s currently not possible to rebind your keys from the menu (although it is still possible via the configuration file), this will come in a future release. We may also change the music and add some animations to the art in the title screen. Should there be a demand for a certain menu option, we’ll prioritize based on feedback and look at implementing them sooner rather than later.
For saving, Early Access uses a very basic checkpoint system. We will improve the functionality of this system in the short term, and in the long term, we plan to incorporate a standard load/save system like POSTAL 2. This is a very involved technical challenge in this engine, especially when paired with our streaming open world, so it will have to come down the line.
Controller support
Controller support is added but not fully optimized yet. At this time, Keyboard and Mouse are recommended for the best experience.
Crashing
It’s typical – for many months leading up to this first EA release, we had experienced very few crashes, and right as we were getting ready, a few started to pop up due to us needing to update to the latest build of UE4 in order to get the feedback system working. We hope we’ve managed to squash most of them, but some might remain, and others will no doubt appear with various updates.
Needless to say, we will prioritize fixing crashes each and every time they show up. But what’s a POSTAL game without a few crashes?
Co-op
How soon we implement this into development will depend on the sort of feedback we get from the community, but we have designed the game with it in mind and are making our game mechanics network friendly, so when the time comes, we’ll be ready for a smooth implementation!”
What is the current state of the Early Access version?
“In the current Early Access release, Monday, along with three errands, are fully playable, although much is in a state of alpha jankiness. The meat and potatoes are in place for everyone to jump in and start going POSTAL to see the potential of where we are going with it.”
Will the game be priced differently during and after Early Access?
“We plan to make incremental increases to the price as we add content and progress through Early Access, leading towards the final release and price.”
How are you planning on involving the Community in your development process?
“Initially, we will be using the in-game Feedback system (where players can submit feedback, along with a screenshot, directly from within game) along with the Steam Community Hub and our Discord server to monitor feedback and collect information as well as post updates about our progress. We will be making updates with various minor improvements often and aim to have bigger content updates each month, all accompanied with full change logs.
We’d like to take this opportunity to say that we do not believe in the crunch culture. We care about our members’ (and their families’) well-beings. For this reason, we ask for your understanding should we miss a milestone we set for ourselves. We’re a small team undertaking BIG goals. We have always been honest and open, and that will not stop now. We appreciate your consideration.”
Roadmap:
Trello
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