Dev Log #15

Discussion about PULSAR: Lost Colony including talking about factions, classes, ship systems, playstyles, etc.
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Welshieone
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Dev Log #15

Post by Welshieone » Sun Dec 08, 2013 9:48 pm

Loving the preview to the science department and being able to install/upgrade the ship's software.
I'd be interested in seeing virus effects, maybe like random jibberish on the screens (Random ads for an alien casino or medication)

Also the what I shall call the Space Octopus of Death, that is creepy. Aghh It gave me the feeling like there was a spider crawling down my shirt just watching it.
Then you mutter those words "they'll launch spores which can breach your ship and you'll have to fight them on board"

NOPE, JUST NOPE.

Love your work lads, but aghh...you're evil =P
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Re: Dev Log #15

Post by Ablanat » Sun Dec 08, 2013 11:36 pm

Genius and Madness, sometimes you'll have to accept them in developers' mind. Who could deny creepy things? And it'll be crazy if they added in the lore about unknown alien species attacking humanity and we don't know much other than a occasionally attack from them.
"May the God have mercy on Anti-Foxie Oppositions' souls"

Welshieone
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Re: Dev Log #15

Post by Welshieone » Sun Dec 08, 2013 11:51 pm

Oh I love it and accept it. I'll admit so far there hasn't been a single bit of this game that has bothered me or even gone down as "meh".
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Zetrick
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Re: Dev Log #15

Post by Zetrick » Mon Dec 09, 2013 2:59 pm

Ah yes! I would love to see some alien ads on the screens too :P

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Edinstein
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Re: Dev Log #15

Post by Edinstein » Mon Dec 09, 2013 5:32 pm

Thanks guys! I'm glad you are freaked out by the "Space Octopus of Death" I was hoping for that kind of response! :D

I would absolutely love to have a virus that would temporarily overload all of the screens with ads and stuff, that would be so awesome! I'll need to discuss that one with my brother for sure!

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Re: Dev Log #15

Post by Ben » Mon Dec 09, 2013 6:31 pm

Only just seen that devlog, But oh my god that Program Manager console looks amazing
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Re: Dev Log #15

Post by Falco » Sun Dec 15, 2013 8:18 pm

I like the idea of using mini-games for the hacking, and I hope something similar is used for other classes too. Even simple things like quick time events can add a layer of challenge and excitement to a game. On the topic of hacking, are there any more details on what might be hackable? I remember in one of the dev blogs that having a nuke could be used to intimidate enemies, so I was thinking something like sensors could be hacked to give enemy ships a false reading that you are carrying a nuke. I think what I'm most curious about is seeing how each role is played.

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