24 Hour Livestream and 1.2m Stretch Goal
over 2 years ago
– Wed, Jul 27, 2016 at 01:04:20 AM
Less than 48 hours remaining in the campaign and what a ride it’s been so far! Before getting into things, I’d like to ask a favor of all of you… If you know of anyone that can help spread the word about the Kickstarter, please do what you can. The more we raise, the better the game will be :-)
Nightdive 24 Hour Livestream
Starting tomorrow at 12pm PDT, 3pm EDT, we’ll be streaming some fun stuff on our Twitch channel! Most of the events will be game playthroughs as devs from those games sit in and chat with us, sharing stories and giving their thoughts on System Shock.
Here’s the schedule (in PDT):
- 12pm - BioShock with Robb Waters
- 2pm - Warframe with Rachael Messer
- 4pm - Fallout: New Vegas with Chris Avellone and various FNV devs
- 7pm - Deus Ex with Alexander Brandon
- 9pm - Interview with Steve Gaynor
- 11pm - Nightdive plays System Shock 2 Co-op
- 4am - Animation demo with Max Lebled
- 6am - Art demo with Jonah Lobe
- 9am-12pm - Q&A with Nightdive and KS Countdown
Tune into our Twitch channel here: https://www.twitch.tv/nightdivestudios
1.2m Stretch Goal Met
Today we reached our 1.2m stretch goal and localization has been unlocked! Thanks to your efforts, the text in System Shock will be translated to French, Italian, German, and Spanish. Grazie!
System Shock 1 Devs Commentary
Our livestream with some of the amazing developers of the original System Shock was a real treat! We can’t wait to collaborate with them throughout this project and beyond :-D
Here’s a link to the video if you missed it: https://www.twitch.tv/nightdivestudios/v/80140939
Remember, there’s not much time left, so please help if you can!
New Stretch Goals for VR, Graphic Novel, and Modding Support
over 2 years ago
– Wed, Jul 27, 2016 at 12:30:22 AM
With about 2 days remaining, we’ve decided to unveil the rest of the stretch goals!
Even more achievements have been unlocked by all of you. Well done!
Tune in at 1pm PST / 4pm EST for our Twitch stream with the original System Shock devs. This post has more details: https://www.kickstarter.com/projects/1598858095/system-shock/posts/1638853
Also, later today we'll have details on our schedule for the final 24 hours of livestreaming leading up to the close of the Kickstarter. We have a lot of awesome guests lined up and some great games to play :-D
Original System Shock Devs on NDS Twitch Stream Tomorrow
over 2 years ago
– Tue, Jul 26, 2016 at 01:04:31 AM
We have some exciting news for our final days of the campaign! Tomorrow we’re going to host a livestream on Twitch with some of the original System Shock devs including Warren Spector, Paul Neurath, Robb Waters, Tim Stellmach, and some of our Nightdive folks. Here’s the tentative schedule:
Tuesday, 7/26 (all times are in PDT)
1:00pm - System Shock Pre-Alpha Demo playthrough with NDS folks (Stephen Kick, Jason Fader, Robb Waters, and more)
- 1:30pm - Otherside Entertainment folks join in for commentary (Warren Spector, Paul Neurath, and Tim Stellmach)
- 2:00pm - 4:00pm - System Shock 1 playthrough with commentary
Here’s a link to the Nightdive Twitch: https://www.twitch.tv/nightdivestudios
On top of that we’ll be doing a 24 hour Twitch stream from Wednesday at noon (PST) to Thursday at noon, right up to the final minutes of the Kickstarter and a bit beyond. We’re still finalizing the schedule and will have an update tomorrow morning with details :-)
System Shock Remix Album: Zardonic; Sound Design Livestream
over 2 years ago
– Sat, Jul 23, 2016 at 12:46:19 AM
Hey again! It’s Jonathan (audio) here, with another announcement for our System Shock remix stretch goal! To recap, the $1.9m stretch goal for the project is to have the soundtrack from System Shock 1 remixed by a roster of fantastic musicians to be released along with the game. There is also an achievement in which we will implement these remixes as an alternate soundtrack for the game. We are making good progress in this last week of the Kickstarter, and if you folks keep spreading the word, we can definitely make this happen! Recently I announced the involvement of Celldweller, Blue Stahli, zircon, and Robotkid; now I’m happy to announce:
Zardonic is a keyboardist, DJ, composer, producer and remixer best known for his Rock infused EDM, seamlessly encompassing Glitch Hop, Breakbeat, Electro House, Dubstep, Drum & Bass and Hardcore Techno with shredding Metal guitars and commanding vocals. Having remixed crème de la crème Industrial rock pioneers Nine Inch Nails, Billboard top charters Pop Evil, Norwegian black metallers Gorgoroth, Zardonic represents an undeniable, threatening, genre-defying force that relentlessly pushes all boundaries.
His heavy mixture of distorted guitars and electronic sounds will bring the industrial rock style of much of the original System Shock to a new level of intense. Just like the original System Shock, Zardonic rejects all standards of the mainstream, never settles for any rules, and pioneers a unique sound, setting a new standard for future music. And let’s be frank: with that mask of his, he looks like he would get along great with SHODAN. :)
For more information on Zardonic, visit: https://www.facebook.com/zardonic
Sound design Livestream (achievement)
You guys have also managed to get yourself another achievement! Great job! As such, you guys get to have a cozy little time with me on our Twitch stream while I do some sound design for System Shock! I’ll be streaming next Tuesday (July 26) at 6pm PST. Hopefully my new synth modules come in the mail before then, so we can explore them together!
You guys have managed to unlock a couple more achievements, too! Stay tuned for info on these as well, and keep the achievements coming to unlock some more cool rewards!!
Keep up the awesome work! Share the project and get word out however you can!
1.1m Stretch Goal Met and RPG Stuff
over 2 years ago
– Fri, Jul 22, 2016 at 01:08:56 AM
1.1m Goal Reached!
Looks like the 1.1m stretch goal has been reached and we'll be supporting Linux and Mac versions of the game! Thank you all so much for making that possible! :-D We're working on bringing the demo onto OSX, but no concrete release date for it just yet. We’re hoping to having it some time next week if all goes well.
1.4m Goal Changes
We've altered the 1.4m stretch goal to something a bit more manageable from a game development standpoint. Before, it was vague and misleading regarding “RPG Elements”. That lead to a bit of confusion and unease with our backers, and to be perfectly honest, deep system features like that are pretty dangerous as stretch goals. We have an awesome vision for the game and setting a bunch of features we deeply believe in to a stretch goal stifles our own creativity since we can't fully plan for things.
Now, the 1.4m stretch goal is something much safer for us to scale if we don’t make the goal. It’s to add content in the form of more maps such as Groves, floors of Citadel Station, and Cyberspace content. This will make it better for us to properly execute on our core vision of the game, while still being able to offer some more awesome content if we hit the stretch goal.
So the RPG Stuff...
As I mentioned before, we have a pretty good vision of where we want to take things and what RPG systems we’ll be leaning towards within our budget. Also, RPG systems can imply a lot of things, so I'll go over some core concepts that we're following with the overall systems design.
Stats are boring - Instead of letting the player feel stronger with stat boosts and level identification, we’re more in favor of ability and skill depth. As the player progresses, they will get more abilities/weapons, which will take skill to master (player skill, not skill points)
Things should make sense - We want to have vending machines, but they're mainly for food/drinks that the player can get to help heal themselves or provide a slight boost to their abilities. You won't hack a vending machine to get a gun, since why would a vending machine on a space station have a gun?
Upgrades are good in moderation - Throughout the game, the player will find upgrades to their abilities and find better weapons. We're not going to get crazy with this one since the point of the game is to have fun, and not noodle around in your inventory. If something is tedious, don't expect us to do it.
Multiple ways to solve a problem - We're going to assume our players are smart and want to find creative solutions to problems/enemies. We'll provide the tools/weapons/abilities, and the player will decide how they want to solve the problem given their playstyle.
I know that isn't very detailed, but it's still early in the game’s development, and things can change. Those rules above are what we're confident in delivering. At the end of the day, we always ask ourselves “What would Looking Glass do?” and strive to carry on their tradition of innovation and quality while being as faithful as we can be to the original game.