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After Reset RPG [WIP]

Discussion in 'Works In Progress - Archive' started by Mr-Nixon, Mar 30, 2013.

  1. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    PATCH #091215 RELEASED

    Morning, guys!

    It's been rat-racing for months and we haven't a day off since our last update. There are dozens of challenges and emergencies that we faced, and they’ve all been sorted out. I’ll share them with you as I did in our closed (backers only) report for our successfully completed project "The Fall of Gyes." Yet, even now I can say that we faced the theme’s core challenges: the human factor, and of course money (in keeping the quality of our indie development on AAA level).

    Similarly to our TFoG project, I more than doubled our collected funds from personal investments so we can keep the RPG dream alive and at the high level of quality we want. Likewise, as it was for the first project, it‘s the fans who encouraged me to make such a dedicated decision. The support you’ve shown us on Steam Early Access even in our current stage of development made this an easy choice. We can’t believe in the project less than our fans, right?

    Right before the release of this patch I found our archives of various builds of the game showing how the game would look like without your support. We'll share them in the next update.

    AiCola asked the relevant question on our Steam forum: "How much % of the prologue work is done?"

    I bet, everybody is concerned about it too. Well, about 87% of the prologue is done. We’re at 95% completion for the programming side of things, and we have all models, dialogues, most of the voicing, audio, items, full gameplay, and full mechanics completed. We're back to assembling all that through programming right after posting this update.

    For now, here’s a detailed list of what we’ve accomplished.

    PATCH NOTES #033115



    FIXES:

    Audio:
    • Footsteps for standard animation (for all types of floor) fixed.
    • Inner story movie volume normalized.

    Graphics:
    • Animation bug in blending during the awakening cutscene fixed.
    • Video scaling for resolutions other than 16:9 fixed.
    • Interactive objects that are out of your character's Field-of-Vision cannot be heightened/used now.
    • Printscreen [F12] now makes screenshot of the whole display with the UI.

    Interface:
    • Skills panel reworked.
    • Monospaced font applied (like it was in original Fallout 1&2) for many text descriptions.
    • UI hide/unhide hotkey reset to ` (BackQuote).
    • H hotkey set to weapon holster/unholster function.
    • Monospaced font (like it was in original Fallout 1&2) now is used for all description texts.

    Mechanics:
    • The Caucasian skin color is now the only one available during the character creation.
    • Loading screens reworked.

    User Interface:
    • Log panel now keeps the text bottom-left aligned when scaling.
    • Cursor bug when picking up items fixed.
    • The bug when UI doesn't catch the cursor when mouse over fixed.

    FEATURES & CHANGES:

    Audio:
    • Volume of movies and voices bonded to the audio settings.
    • Various realistic audio environments effects recorded and embedded in the levels (fans, pcs, holograms, scratches, fields, etc).

    Gameplay:
    • Ivy's awakening dialogue added.
    • Special Facility level finalized.
    • Science Facility level finalized.
    • Ground Level draft added.
    • Cave Entrance level draft added.
    • Highlighting added to all interactive objects at Special Facility and Science facility levels.
    • Character Alignment affection on appearance/emotions added.
    • Character personal appearance of Jake Ganor added.

    Graphics:
    • Major 130+ human animations added.
    • Graphics quality enhanced with SSAO Pro.
    • VFX shader applied to the character/creatures in active Stealth mode.

    Interface:
    • Hotkeys list panel added.
    • In-game menu added.
    • Hand-sets panel with weapon modes added.
    • Hotkey (ALT+P) for turn on/off edge camera turning added.
    • Inventory UI added.
    • Character apparel UI added.
    • Character list UI added.

    Mechanics:
    • Stealth skill added.
    • Spot skill added.
    • First Aid skill added.
    • Science skill added.
    • Area transition mechanics added.
    • Dialogs mechanics added.
    • Inventory mechanics added.
    • Character apparel mechanics added.
    • Character list mechanics added.
    • Creatures Identification system added.
    • Active slot switching added to the bottom Hand-sets panel.
    • Weapon modes switch added to the bottom Hand-sets panel.

    Other:
    • Various sets of crates for the UG's stock rooms created.
    • Service drones models created and added.
    • All 50+ animations for service drones created.
    • Servers for the Quanton room created and added.
    • Neuro shader for the Quanton room added.
    • All 21 Journal Records created.
    • All 16 Tutorial records created.
    • All quest records created.
    • All Ivy dialogues written.
    • All Keren dialogues written.
    • All Quanton dialogues written.
    • Radioisotope Emissive Generator created.
    • Vixin anti-sleep drugs created.
    • Fleshworms creatures created.
    • Weapons mechanics developed with the Weapon Modes system.
    • Level-up Mechanics embedded.

    Technical:
    • Code for all skills integration refactored.

    IMPORTANT NOTES

    1. Guys, if you are letsplayer, youtuber or media and got our keys, please, wait for completion of the prologue for review. We’re working hard to complete the prologue this fall. This current build is primary for our backers and fans to track down our progress.

    2. In this build you can pick up First Aid items only. You can use them as well as, Spot, Stealth, First Aid, Science, Repair skills. You can put on/off Armor (frankly, you’ll need to do that to pass through decontamination chambers). We put necessary items in your character’s Inventory so that with some erudition you’ll be able to pass all obstacles to check all 4 levels (Special Facility, Science Facility, Ground Level under construction and Cave Entrance). Tip: activate Fire Alarms to unblock emergency passage.

    3. There is one important feature of the game that met decent debates in the team – about what can be allowed to the player and what can’t. We stayed on "the player should be allowed to do anything he/she wishes for his/her role-play within SACPIC mechanics". That leads to the plenty of situations not predicted by story leading initially. Though it keeps your freedom of actions.

    I mean: our game plan covers 6 successful endings for the prologue and 4 non combat deaths. However, with that freedom of actions you might come to some awkward situations like: you can got panic and lock your character in a WC and sealed (by critical unsuccessful attempt of locking the door) or ran into plasma cloud... but why would you ever decide to do that?) Anyway, my point is that After Reset RPG is not a modern linear-action game when you just click some buttons and story follows, when the game doesn’t allow you to do crazy things. In After Reset RPG you should think before using skills (the activations are limited), ponder on situation (if you’re unskilled with electronics it would be probably fatal to the electronics is you attempt to repair it), and on your targets (trying to heal someone you don’t know with your doctor skills if you’re not good in it you can inflict injures occasionally that will lead to conflict), and on your appearance (pointing your upholstered weapon on authorities might be bad decision to initiate dialog with them).

    HARD SCI-FI CONTEST FOOTING



    In a previous update we announced a small, hard-sci-fi contest about "Force Field" technology: http://www.afterreset.com/forum/showthread.php?t=328

    Well, only four guys participated, but we loved their work! They treated it really seriously, and we decided to reward each and every one of them. Yes, I announced that the rewards were intended for the Co-Founders participants only, but Reaver showed a great initiative and has been included in our rewards pool.

    I want to thank everyone for your participation and theories. Ginkson, Edd, Ole, Reaver, please send me a PM through the After Reset official forum with the chosen reward you’d like to receive via Steam, from the following list:
    - The Fall of Gyes graphic novel;
    - After Reset OST
    - Wastelander Package;
    - 5-4-1 add-on.

    The scientific background for the "Force Field" barriers at the Gyes bunker your character meets are related to nano-level (coming to the mass market soon) and pico-level (which should be available by the timeline in After Reset) materials. Such technology allowed the UG to manufacture self-organizing atomic materials much thinner and much more durable than modern ones like Graphene. The core of that barrier you see at Gyes is a pico-fiber of silicon/ferrum atoms combined into a spatially complex molecular framework. Such fiber operating sources are built into the barrier frame. The appearance and disappearance of such thin atomic fibers is a lot like the inverted actions of a gasoline blot on the surface of water.

    As ginkson noticed, the fundamental Electromagnetic force (with photons as the force carriers) is the pillar that barrier mechanics is built on. Yes, the idea of IMPASS technology is also a great abbreviation, and we’ve decided to go with a small twist as: Integrated Magnetized Pico Array Security System.

    Why not plasma? First off, it requires too much power to sustain an electromagnetic field for plasma. I mean, we can even do it now but it will be incompatible with a mere titanium based door/gate which doesn’t consume energy in a locked/unlocked state. The second, the plasma would really vaporize most organics on contact, and it would be really unsafe to set such dangerous technologies in state buildings. This is especially true for emergency exits.

    Though it is possible to supply current at the silicon/ferrum, pico-fiber level (its conduction is extremely high), in general terms no one does that for emergency gate barriers.

    Speaking of the transparency and safety, as Edd proposed, there are some emissions from the photons with a wavelength in the visible spectrum, which interacts with the fiber to emit some simmering effect of "merry dancers." This is just so that people do not nuzzle in those barriers. :)

    IN-GAME CREATURES IDENTIFICATION



    We've completed and integrated the system of identification for items and creatures. It will be presented with an in-game tutorial, but the full version is available here: http://www.afterreset.com/forum/showthread.php?goto=newpost&t=350

    IDENTIFYING CREATURES

    In your adventures through the After Reset world you will constantly be coming across different creatures. Each of them has a description that will be very familiar to all fans of old school RPGs.

    In order to open such a description, right click on the creature. As a rule, that opens a detailed description of the highlighted creature or object.

    ---

    Note that most creatures in the game do not only have one written description, but also various advanced and hidden descriptions that you will be able to see depending on the results of your character's complexity check (DC) on the skill that corresponds to that additional description.

    The result of the description unlocking attempt is calculated as a d20 roll + char skill value against DC complexity of the description. The check is made once automatically upon discovery of the full creature description when pressing RMB.

    Also, if your attempt is a failure or critical failure (when a d20 roll = 1), only the basic creature description will be shown. In the event of a successful attempt or critical success (when a d20 roll = 20) the basic description + the advanced and hidden descriptions unlocked by the checks will be shown.

    ---

    For example, beyond the typical description of drones you come across in the prologue, your character can also uncover an additional detailed scientific description of these creatures by going through the necessary Science skill check. A successful Outdoorsman skill check, though it may not give you additional scientific evidence, can often uncover the weak points of the wild animals you will be sure to come across in the expanses of the Great Desert.


    You can check it on real examples of the creatures with their SACPIC stats I've completed recently:

    Lab Drones: http://www.afterreset.com/forum/showthread.php?t=230
    Engine Drones: http://www.afterreset.com/forum/showthread.php?t=229

    Remember: there are no "useless" skills in the After Reset RPG role system. All skills are equally important and can be used for unique gameplay and a unique character that you will create.

    CREATURE, FLESH WORMS



    Speaking of the creatures, I’d like to present one of the hostiles you’ll meet playing with in the prologue. While programmers work their magic on the GUI, we don't just wander around the office. We continue to populate the Gyes Bunker with its new dwellers. This little one is 15-20 inches in length, and it is the most harmless thing on the base.

    Flesh Worm's stats are also now on our wiki: http://www.afterreset.com/forum/showthread.php?t=337

    Following previous heading subject here are three descriptions (general, Science skill successful check, Outdoorsman skill successful check).

    * * *

    This creepy meat-colored worm with a whole bunch of teeth on one end is very flexible. You note a few smaller specimens writhing around in this amalgam of worms, leeches and snakes, but it looks like 20 inches is as long as these nasty buggers get.

    You don't notice anything like an eye on the surface of this "worm," but it appears that this creature is quite skilled at spatial navigation. It is great at finding its victims (living or dead) and will happily crawl into them (or eat them?).

    Basically, no matter what it does, it's disgusting.


    DC Science 18:

    This creature, definitely belongs to the taxon Protostomia. In its embryonic development phase, a mouth forms where there was once a blastopore, or if there is a slot-like crease, a mouth and an anal cavity form.

    The smallest specimens (or embryos), that you've seen were nearly microscopic. In their turn, fully grown specimens can grow up to 20 inches long.

    This Flesh Worm has well developed musculature. It's muscles lie under the external layer of covering tissue, the cells of which do a great job of protecting them from the harmful effects of the environment. Musculature, which makes up around 70% of this creature's total body volume is not always the same from individual to individual. It is composed of several layers of specialized muscle groups.

    Right under the skin is where the circular muscles are located. When they are contracted via nervous impulses, the Flesh Worm's body becomes longer: it stretches out. Under the circular layer, it looks like there are groups of lengthwise muscles that are better developed in certain specimen. When these muscles are flexed, there is a reduction in the body length of the creature, causing it to compress. Judging by its motility, this specimen also has well-developed dorsoventral muscles.

    You almost never find these creatures far from dead or living creatures – victims (or carriers) which are vertebrates or humans. However, it is not known with certainty where these creatures come from or whether they feed exclusively on blood or also eat the flesh of their victims. For that very reason you cannot make a snap judgment on whether this specimen is truly hematophagous.

    It is very likely that the Flesh Worm's digestive tract opens at the front end of the body by a mouth opening. In the depths of the mouth cavity, immediately before the throat, there are two side jaws and a bit deeper there are two spinal jaws. Each jaw has between 50 and 100 small teeth. And it should be noted that the teeth off this creature are very sharp, which allows it to easily bite through the thick skin and tissue of warm-blooded animals.

    This creature is very flexible, however you have never seen one crawling far from its nests which is filled with its victims. It seems as well that they are great at spatial navigation. You do not notice signs of even rudimentary sight organs – it is entirely possible that these specimens' senses of smell, taste and touch are unusually developed.

    It is certain that this is either a predator or a parasite... or both.


    DC Outdoorsman 15:

    Damn, this S*** is covered in slime and reminds me of a huge worm the size of an elbow with razor-sharp teeth on one end. It...yep, that's right, it's eating a body. You really hope the body is already dead.

    The beast is very flexible, and due to its slime it can slide on surfaces like a hockey player on ice. No matter what it is, you do not have the desire to approach it.

    And yes: though its made of flesh and blood, it looks like it'd burn like a torch. If you decided to destroy the colony of these Flesh Worms, a flamethrower or a fuel canister would be very useful to you.


    LORE



    While our programmer works on the interface and mechanics, I've completed the lore writing for the Journal Records. These 21 records (which take up 21 real A4 pages) will be discoverable in game (at least some of them). According to our tradition, Co-Founders get a sneak peak on them in this exclusive preview (warning: SPOILERS inside): http://www.afterreset.com/forum/showthread.php?t=289

    Anyway, here is a small spoilers-free but quite atmospheric record from Underearth's TV-show:



    VIDEO RECORD "INCORPOREALS: EVIL OR JUSTIFIED?"

    ...

    Linda James: Tell me, professor. In your opinion, why haven't we been able to detect the aliens yet? Why did they abandon their Artifacts? Where did they disappear to?

    Professor Frank Metzinger: Good questions, Linda. Unfortunately, we still don't really have enough information to properly judge the Incorporeals' actions. One of the more popular ideas (at the present) is the Invasion for Resources theory. Adherents of this theory suppose that the aliens were interested in resources, specifically the Earth's biomass, which is something unique in the Universe. According to this theory, about two years before the Reset they collected information, studied us and the possible consequences of invasion, and after becoming convinced that we would be unable to resist, they hit us in the same manner as we might smoke the bees out of a beehive to make it easier to access the honey inside.

    Linda James: Yes, but if we are a part of that biomass, then why would they want to destroy us?

    Professor Frank Metzinger: That argument is partially espoused by conspiracy theorists and ‘greens,’ who claim that humankind acted as the aggressor. Nevertheless, as a counterargument I can say, and I'm sure my biologist colleague will confirm this, that before the Reset the Earth had around 2475 billion tons of biomass. Meanwhile, people made up just 920 million tons of biomass in live weight, or around 275 million tons of pure biomass, which is essentially a negligible amount in comparison to the Earth's total biomass.

    Linda James: So, you mean to say that we could be ignored and simply cut off the face of the planet, like the skin off an apple? To get to the tastiest part of the fruit?

    Professor Frank Metzinger: That isn't my opinion, Linda. These arguments are part of the theory for the Invasion for Resources. Judge for yourself. Before the creation of the United Governments, humanity had been a destructive influence on the Earth's biosphere for centuries. The aliens could just think of our species, for example, as some kind of parasite that they have to get rid of, such as a worm that hides beneath the skin of the apple, if we were to use your analogy.

    Even my colleague, Dr. Bates, who tends to adhere to different theories, recognizes that recent studies of the new biosphere on the surface provides significant evidence in favor of the Invasion for Resources theory. The data collected from recently established surface outposts, as well as the invaluable data collected by the Science Corps - and I’m referring to Robert Watts' expedition to the Rock Springs Red Zone - all provide evidence in favor of the idea that our planet has undergone (and may still be undergoing at this very moment) a terramorphing procedure. This isn't just about geologic and geomagnetic transformation. This procedure has influenced all biological niches and life forms on a planetary scale.

    Dr. Michel Bates: With all due respect to my colleague, as a biologist I have to disagree. We have not found any confirmation of direct extraterrestrial interference in the genome of intelligent life. These select abnormalities, such as the rebirth of the Bison, or some species of Felidae, considered extinct before the Reset are not direct evidence of ‘outside interference.’ They are merely evidence of our planet's highly efficient ability to regenerate once it has been rid of the ‘destructive influence of humanity,’ as professor Metzinger puts it.

    Professor Frank Metzinger: My dear colleague, you cannot possibly deny the very existence of Red Zones, Artifacts, and the high frequency of documented abnormalities in everything around them. Can you?

    Dr. Michelle Bates: Of course. I just want to say that we are accustomed to placing blame on external factors: weather, space, God, nature, or aliens. Isn't it time that we finally accept the possibility that we are personally responsible? How can we expect to have a future on the surface if we still haven't dealt with with our past? History is cyclical and tends to repeat itself...

    Linda James, Hard Talk (GNN).




    VIDEO RECORD "INCORPOREALS: IS CONTACT POSSIBLE?"


    ...

    Linda James: Doctor Bates, insofar as I understand, you don't consider the Incorporeals to be some kind of energy-based life form, with the Artifacts as their vehicles, is that right?

    Dr. Michel Bates: More like universal home ships. I myself, as you know, am not an expert of field physics, much less technicolor field theory. I am a biologist. But yes, I personally tend to believe that the simplified understanding of the Incorporeals and their Artifacts as a dualistic unified whole. In such a whole, the Incorporeals, in the form that we have data on, appeared as a boson part of that whole. They don’t have mass, but still exert force. In this picture, the Artifacts are fermion components of this whole, having mass and material form in our dimension.

    Linda James: I'm being told here that similar theories on the existence of energy-based life forms were disproved before the Reset while researching plasma-magnetic formations on the Sun.

    Dr. Michel Bates: Not disproved, just not proven. Astrophysicists before the Reset, when we still had access to outer space, actually researched plasma formations in the Sun's cortex. Continuing the work of Mircea Sanduloviciu, who carried out research on earth, gas spheres were located arising from argon plasma, which grew, bred and even communicated using electromagnetic energy. In other words, they acted like living beings. During the experiments on the surface of the Sun, it was determined that some formations behaved similarly, reminiscent of living creatures: birth, breeding, communication, death, etc. Nevertheless, as you remember, construction was begun on the Daedalus station, which simply wasn't able to be completed...

    The only data we have about the possible existence of ‘energy-based life forms’ are stored archives of the events of the Reset and data from drones that remained on the surface for several years after. They were able to transmit partial data before their eventual deactivation.

    Since then, as far as I know, we haven't come across any Incorporeals on the surface, even in the Red Zones, or even after the Dallas Incident.

    Linda James: But our anthropologists have established that in the Survivors’ cultural environment, there exists a huge number of myths and beliefs about contact their ancestors had with the Incorporeals in the first years after the Reset. These beliefs are characteristic of practically all of the large social groups, regardless of their geographic location or level of development. In most of these beliefs, the Incorporeals play the part of the ‘Good Guys,’ or at the very least a neutral party. Where there's smoke there's fire, and based on this anthropological data, can it be supposed that contact may have actually taken place?

    Dr. Michel Bates: No, at least nowhere near in the form you are suggesting. Don't forget that the Incorporeals in some way or another remain for us such an alien life form, and that it is fully possible that we will never be able to understand them. Though, I wonder: are you aware of the concept of the Chinese Room?

    Linda James: I'm sure our viewers wouldn't mind a refresher.

    Dr. Michel Bates: Okay, it's all fairly simple. You lock a man in a room and he receives sheets of paper covered in strange squiggles through a hole in the wall. He has a huge database with these same squiggles in it and a set of rules showing the order that they should be combined in.

    Linda James: Meaning grammar and syntax rules?

    Dr. Michel Bates: Exactly! What it comes down to is that our subject has no idea what the squiggles mean or the information they may contain. He only knows for example, that upon receiving squiggle "III" he should take the fifth and sixth squiggles from folder B and put them together with another squiggle "VI." He lines up a chain of symbols, writes them onto a sheet of paper, and sends it back through the crack and waits for the next one to come. This procedure is repeated over and over, and it starts to seem to us that the subject of our experiment is beginning to carry on a meaningful conversation, that we are communicating and understanding one another.

    Linda James: Well, isn't that the case?

    Dr. Michel Bates: Exactly! What it comes down to is that communication can be done using nothing more than simple comparative analysis algorithms without having the faintest idea about what you are saying. Our modern Virtual Intellects, in fact, are built according to the same principle as the Chinese Room, which is why they can pass the Turing test without much effort.

    All of this points to the idea that even if encounters of the fifth kind were to have happened, neither we, nor the Survivors, nor any type of carbon-based life form known to us could have consciously communicated with an energy-based life form. At best it would have been nothing more than the illusion of communication...

    Linda James, Hard Talk (GNN).


    ADVANCED PLAYER'S GUIDE



    We set up separate sub-forums with the core rules and mechanics that goes with the Advanced Player's Guide: http://www.afterreset.com/forum/forumdisplay.php?f=21

    We’ve also elaborated on the SACPIC weapon/combat mechanics: http://www.afterreset.com/forum/showthread.php?t=145

    And also the experience system: http://www.afterreset.com/forum/showthread.php?t=86

    The image tables you see there were shrunk for the forum, but you can open them in a new tab as full sized images.

    PERSONAL APPEARANCE AND ALIGNMENT FEATURE



    In previous updates I introduced our first "Personal Appearance Feature" to backer Jake Ganor. I'm glad to present his model embedded in this playable game build. Much obliged for your support and trust, man.







    Naturally, it’s not an accident that I’m presenting his appearance in this update. The reason is that the new Alignment system affects character appearance, which you choose at character creation. Your character will now have more personality and unique, emotional facial appearances based on the alignment, achievements, and mood at the time. This required a hell of a lot of work, and we’re super excited to unveil it.





    The reason we decided to embed this complex but cool feature is so that you can establish a deep bond with your character, and give them (and the NPCs we create) a lot of character personality. Beyond that, there will be quite many dialogues (100+ pages are done for the prologue only) and staring at the static face of the character and NPCs would get old fast. That’s not the AAA standard we’re going for, and we think the time was well spent.

    Full list of alignments screens as well as in-game items renders full-HD (1920x1080) you might find on our Deviant Art page: http://blackcloudstudios.deviantart.com/gallery/?offset=24

    PROLOGUE'S DIALOGUES ARE WRITTEN



    I’ve completed the dialogue writing for the full prologue. It is about 100+ pages of A4. I must say that although I worked out variants for the language filter, we’re embedding only realistic, rough language by default in the current build, and the filtered version will be available at a later date.

    Why so many texts? Well, it’s not only because I frequently DM in role-play. :) It’s also because of one cool feature we’re been secretly working on: NPC AI personality. We don’t know what personal features will be chosen by a NPC in a given play through. Thus, the dialogues are not lined by sequences, but by personality types taken by the NPC at random. This is to say that their response to a prompt might differ in a specific play through based on factors outside your control. Anyway, we’ll talk about this more during our campaign to complete Chapter 1.

    For now I’d just like to say that we wrote, recorded, and post-processed all dialogues for Ivy. You can check a couple of her lines made by Trina here:

    http://www.afterreset.com/ARMEDIA/NEWS/091215/Ivy.wav

    I auditioned a lot of voices but when I heard Trina I made up my mind instantly. Much obliged to you, Trina. It is very fun and pleasant to work with you :)

    And right before the release I got all records from Chris who is the official voice of the Quanton Hub at Gyes bunker:

    http://www.afterreset.com/ARMEDIA/NEWS/091215/Quanton.wav

    Thanks, Chris, for your diligence and understanding!

    NEW HARD SCI-FI ITEMS LORE OF AFTER RESET SETTING:



    If you have been following our updates you know that After Reset RPG might be the first Hard Sci-Fi video game on Wikipedia. Following our tradition, I included some new hard sci-fi lore through the item’s descriptions in this update for your enjoyment:

    Vixin 'RFP'

    Base Item: chemical.
    Addiction chance: 0%.
    Addiction time: none.
    Effect chance: 100%.
    Effect duration: 6h.
    Weight: 0.2 lb.

    Special Properties:
    • On Use (reset all skills' Activation-per-Day counters if character does not already have the Vixin effect; otherwise, Death = Fortitude DC5 then reset all skills' Activation-per-Day counters).

    * * *

    Vixin® is a medication for reducing fatigue, and need for sleep as well as increasing effectiveness at work. The active ingredient is a compound of Orexin-С, also known as hypocretin-3 and synthetic peptides.

    For the last few decades, this stimultant has been produced by one of the largest and oldest pharmaceutical corporations of the United Governments, RFP (Reinhardt Franz Pharmaceuticals). In the history of sleep inhibitors, Vixin® replaced Modafinil on the international pharmaceutical market, which failed to fully supersede Amphetamine as had been intended.

    RFP’s many years of experience in producing drugs, together with significant evolutionary jumps in the development of synthetic biology in the 70's A.R. in Underearth have allowed RFP to fully eliminate even the few side effects Vixin® did have such as stimulating the development of Alzheimer's Syndrome. As of 132 A.R. Vixin® has been officially approved by the Food and Drug Administration (FDA) for treating Shift Work Sleep Disorder (SWSD). It is also used off-label to combat general fatigue not brought about by lack of sleep. For example, it is used for treating Attention-Deficit/Hyperactivity Disorder (ADHD) and as a complement to antidepressants (most frequently for individuals with significant fatigue not relived by antidepressants).

    It is available in the form of inhalable capsules. Administration via inhalation reduces drug absorption time, which leads to the effects being felt almost immediately.

    By acting on the monoamine neurons, Vixin® agitates the thalamus and cortex of the brain, thus creating a wakeful state in the patient. However, it also has an effect on the glymphatic system, preventing the deoxidation of brain cells that takes place during natural sleep. Herein lies the main danger of prolonged usage: though the user may not experience the desire for sleep and remain in an active, effective, wakeful state, the brain will begin to suffer from the buildup of toxins, as it has lost its ability to metabolize them.


    The full list of items from the prologue (updated): http://www.afterreset.com/forum/showthread.php?t=286

    And if you feel like to enjoy our in-game items in full-HD (1920x1080) you might find them on our Deviant Art page: http://blackcloudstudios.deviantart.com/gallery/










    * * *

    Once again, thank you for your support and participation!
    Your support is the ground that After Reset is built on! I mean it!

    Back to work, and see you soon!

    Add us on Steam Early Access.
    Visit After Reset RPG official Store.
    Join After Reset RPG official website.
     
  2. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    Patch #102115 Released

    Hi, guys!

    As I promised previously, we’re going back to monthly updates (SCRUM with 4 weeks sprint). You may have noticed that most tasks ("issues") left all concern programming. So, I'm hiring a couple extra programmers to speed up the development. I found them about 3 weeks ago, our lead programmer interviewed them, and each was given an assignment so we could test their skills.

    Well, one of them impressed us and has now joined our team. His task was one of the major GUI tasks involving Tag Panel programming (something you will see under any highlighted objects/creature/items). You can see his work in the new patch.



    There is another associate programmer still working on another task that we’ll talk about again in the November patch.

    PATCH NOTES #102115



    FIXES:

    Gameplay:
    • Preset skills and feats added to default male and female characters.

    Graphics:
    • Full screen resolution bug for Mac fixed.

    Mechanics:
    • Ability to put non-usable items in the hands slots blocked.
    • Camera distance now saves and keeps when loading new areas.

    FEATURES & CHANGES:

    Gameplay:
    • Tags added for all highlighted items/objects/creatures/containers on Special Facility level.
    • Tags added for all highlighted items/objects/creatures/containers on Science Facility level.

    Graphics:
    • 3D pile model for loot created.
    • Scrap item for broken parts (if your character wears out armor or weapon) added.

    Mechanics:
    • Tag system for highlighted items/objects/creatures/containers embedded.

    ...

    IMPORTANT NOTES

    1. Guys, I know that using default male/female characters to unlock containers, hack devices, and use the First Aid skill was a real pain in the previous update. Now, we’ve preset skills for those default characters. Therefore, you have decent chances for using First Aid, Science, and Lockpick skills.

    2. If you’re a regular tester I’d appreciate it if you checked out our Tag Panels for properly highlighted objects/creatures/containers/items over the next few weeks.

    ABOUT STEAM "USER REVIEWS"



    Last Wednesday I got an interesting message from one of our backers. He indicated that recommendations on Steam don't count if there is no text included in the review box. I mean, I always thought that it didn’t require you to put any text there, just to click on "YES" under "Do you recommend this game?"

    Right now we have more than 2,000 people who activated the game on steam and checked it. We thought that Steam didn’t count votes from "retail activations," or that many were waiting for the prologue to be completed before making up your mind, which is totally fair.

    Since we’ve discovered this, I’d like to ask everyone who would recommend the game to take a few minutes out of your day to write a short review. A few sentences or a paragraph is more than enough to make your voice count.

    Even if you don’t recommend the game, we’d still like to hear your honest thoughts.

    SOME FRESH LORE



    We received several interesting lore-related questions on our Developer Q&A forum from littleONE. I’d like to share my answers with all of you today. There are no spoilers. The art by our dear Angelina :)

    Q: You mention that by 132 A.R. energy weapons almost displaced firearms in the Underearth, right?

    A: Indeed. Frankly, that happened even earlier, though that was caused by various economical, technological, social, and geographical reasons. It wasn’t just some egghead saying "wow, the future is coming... let’s get some cool energy weapons like in old Past Age sci-fi movies."

    The transfer took time and was motivated by costs. The manufacturing and maintenance expenses of the energy weapons and their ammo turned out to be cheaper than firearms (and probably more sustainable).

    Second, the UG technologies by that time allowed a smooth transition to that type of weapon (there is one sci-fi literary assumption about compact and cheap enough sources of generation, accumulation and storage of energy).

    Third, geographical whereabouts of Underearth cities (small caves, tunnels, and splits) required specific approaches to personal weapons. The UG’s police department needed silenced weapons, and anyone who’s fired a gun in a confined space knows how devastating it is to your eardrums. This is especially true for the first colonists who hadn’t yet launched the massive construction of the cave megalopolises.

    Fourth, social accessibility of atomic printers (by the last decades of the first century A.R.) made these weapons available to the middle class.

    Over time, each of the aforementioned reasons led to the eventual abandonment of conventional firearms.

    Looking ahead and speaking about the life of the Surface (by 132 A.R.), where the game will mostly take place, I might say that there is almost no energy weapons left in hands of Survivors or Natives. They may be rarely found, rather like the katana in Baldur’s Gate 1. Most of the firearms you’ll find among Survivors are DYI models like:



    However, Natives produce quite nice classic rifles as well as ammo for them. Also, the New Confederacy accumulates all working firearms left on the Surface from the Past Age.

    Q: Doesn’t everything that is powered by electricity have a massive vulnerability to EMP? Does that mean that any law enforcement or army force can be set out of order by EMI bomb that will burn their energy weapon?

    A: Well, according to EWF (abbr. Bureau of Energy Weapons, Firearms and Explosives) of the United Governments, all energy-based weaponry in Underearth can be categorized into four groups:

    Group A. The models for open civil market (some of them might have simple and cheap Faraday protection measures).

    Group B. Law enforcement grade weaponry (all of them have enhanced Molecular Faraday protection which allows to resist most of the EMI grenades from the open and black markets).

    Group C. Army grade models. Most of them are equal to Group B. but they also include special models developed since the beginning of second century A.R., especially for Military Corps with marking "FGO" – i.e. "For Ground Operations"... and that weaponry can even function within the Red Zones... at least theoretically.

    Group V. Private models (usually very expensive) developed and manufactured by the private order of privileged corporations. Might have all features from the groups above, but their legality is questionable.

    Group Z. Home-made energy weapons (usually don’t have any EMI protection). Most of them, as a spoon or kitchen knife, can’t be treated by the law as a weapon till they are used as a weapon.



    Q: I’d like to remind everyone that After Reset setting is a HARD SCI-FI setting. So, EMP should burn out any non-protected electronics. Not just switch it temporary like it usually does in most of "amateur" universes and popular TV-shows for housewives and teens. What about the aftermath of an EMP detonation? What will the Earth of After Reset be like?

    A: You’re right. By the 132 A.R. on the Surface you are unlikely to find any working electronics from the Past Age. Most of it was burned out during the Reset. The remnants of it were eaten by corrosion and radiation or by other environmental factors without remorse. However, some "gismos" (out of order) can still be found in arid desert environments (like several states of ex-USA) or in ice-covered ice deserts (like areas of ex-Africa).



    HOW THE AFTER RESET WOULD LOOK WITHOUT YOUR SUPPORT

    In the previous update I said that right before the release of that patch I found our archives of various builds of the game showing how the game would look like without your support. I promised to share those dead-ends of the AR evolution with you for fun. All builds are playable under Windows. Feel free to download them: http://www.indiedb.com/games/after-reset/downloads/various-builds

    WASTED_Animations_test_3d-person-view:



    That was our test of animations and "Mass-Effect"-like 3d view camera. Running, jumping, etc. Wasted.

    WASTED_Bad_level_design:



    That is how the level design of the Gyes Bunker would look like without your help. After the successful Kickstarter campaign I got into the level design myself – the results and differences you might see in the current build. Wasted.

    WASTED_Box:



    That is the typical quality of the objects and items we received from most of the 3D modelers before you supported us on Kickstarter. Wasted.

    WASTED_Character_and_animation:



    That is character design and his animation I used to receive by 3d character artists and animators. And yes, the author really named it as "BunkerLiver" :) Never accepted. Wasted.

    WASTED_Environment_modelling:



    That was the attempt to create proper elevator tile... Better, yes, but far from our current level. Very far.
    Anyway, the author suddenly disappeared. It happens very often when you’re just a one-man indie and no one knows you. Some of the freelancers just disappear after 2-4 weeks of work. Others vanish with your prepayment. After the Kickstarter campaign that happened only twice (both with programmers in 3-6 weeks of work).

    WASTED_Old_GUI_and_fog_test:



    That was the first test of old GUI before the Kickstarter when we experiment how would AR be in a multiplayer MOBA style. Wasted.

    Drone_animation:



    Finally, here is three builds that we test Engine Drone animations before importing them into the game. I bet you’ll enjoy them and will be waiting to assemble and walk around with them in our future updates/patches. :)

    * * *

    Once again, thanks for your support and cheering!
    Back to work on the next update.

    Add us on Steam Early Access.
    Visit After Reset RPG official Store.
    Join After Reset RPG official website.
     
  3. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    Patch #112515 Released

    Today 05:40 PM, MrNixon
    Good morning, guys!

    Today we are posting a fresh monthly patch/update with some curious stats from our Steam page.



    PATCH NOTES #112515

    FEATURES & CHANGES:

    Audio:

    • Added sounds to pick/drop/equip inventory actions.

    Gameplay:
    • Added descriptions for all highlighted items/objects/creatures/containers on Special Facility & Science Facility level(s).

    Graphics:
    • Created a laser pistol for the UG MP.

    Mechanics:
    • Added description system for highlighted items/objects/creatures/containers.
    • Added item & creature identification mechanics.
    • Added an XP gain for the successful use any character skill.
    • Added mechanics for broken items.

    IMPORTANT NOTES:

    The most important part of the new game mechanics is the description and identification of creatures and items. We revealed this earlier in Tutorial’s preview on our forum: link.

    The main idea behind all of these mechanics is to be able to check and use your skills to get information about anything in the game world, and to get an advantage from doing so.

    For now, the interface mechanics use the Right Mouse Button to open the Description panel and initiate the identification process. The results of the checks are displayed in the log panel at the bottom left part of the screen. When you successfully pass any skill check (Expertise, First Aid, Science, Repair, etc.) your character receives XP based on the check roll.

    So, any item in the inventory or in containers (later), or on the floor/ground/tables etc., can be checked by clicking on them RMB. As well as everything in the game world you’re travelling that might be highlighted when you mouse over – everything has its own descriptions.



    If you’re regularly testing our patches, please take note of the following and report any bugs you find:
    - check repairing terminals (e.g. the broken one which controls IMPASS field close to the Security Room);
    - hacking terminals (e.g. the one which controls WC door at the room you character awakes);
    - using First Aid (with the FA Kit and without it);
    - study (by clicking RMB) every highlighted object/creature at Special Facility and Science Facility levels.

    Also, please comment below this news if you’d like to be able to study any object on those Special Facility and Science Facility levels (if those objects are not highlighted yet). With screenshots and a clear description of what you’re referring to. So far, I’ve written all dialogues and descriptions while the programmers work on coding. I might be able to create extra lore/descriptions that you’re interested in if they fit the game plan and situation your character is in.

    PHELP-14MK1/MK2 LASER PISTOLS

    I’m proud to present you a couple of hard sci-fi laser pistols from After Reset world, 132 A.R:





    PHELP-14 stats and lore description can be found here: link.

    And for PHELP-14 MK2: link.

    For full-HD screenshots on these (and other items) check our DeviantArt page.

    The second and more advanced version (the PHELP-14 MK2) you’ll be able to find during the Prologue (as it is used by the Military Police of UG’s Army).

    STEAM STATS

    In addition, it looks like finally everyone activated their keys on Steam, so I’d like to share some general stats that might help other Indie devs that are among our backers :)

    There are 2,178 people who activated the game and launched it at least once. Within them there are only 18 people on Mac and only 5 people on Linux (that doesn’t mean we are going to stop supporting those platforms!).

    The map of activations shows the groups of our fans by countries:



    And some specs of their PCs:



    Finally, one of the most promising stats is the amount of Steam users (not backers or customers yet) that added our game into their wishlists (thus are waiting for the game completion) – a total of 6,662 people.

    * * *

    At the end of this update I’d like to remind everyone that right before this post I’ve published the closed update (for backers only) with the financial report as well as about all major issues we faced and solved, issues that slowed us down. So, if you’re a backer, please check it out!

    Thanks, everyone! We’ll get back to work on the root Records->Quests->Dialogs for the next update.

    See you, and have a happy Thanksgiving!
    Add us on Steam Early Access.
    Visit After Reset RPG official Store.
    Join After Reset RPG official website.
     
  4. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    Morning, guys!

    This Christmas update is devoted to our new patch that includes numerous tweaks and bug fixes. As well as the news about our TFoG graphic novel release, several personal thanks and cool article about armors design in video games.

    PATCH NOTES #123115



    FIXES:

    Graphics:
    • Character's emotions/alignment amended for showing on the custom-made characters.

    Interface:
    • Background scene for Charlist/Inventory changed.
    • Stealth Mode effect now doesn’t apply on character model in Charlist.

    Mechanics:
    • Current weight rounding in Charlist/Inventory amended.
    • Stacked usable items activation from hands fixed.

    FEATURES & CHANGES:

    Audio:

    • Unique sounds for putting on each type of apparel added.
    • Unique sounds for eating/drinking/inhaling added to relevant usable items.

    Gameplay:
    • Journal Records to PCs at Special Facility level added.
    • Journal Records to PCs at Science Facility level added.

    Interface:
    • Status bar for indication of using items added.
    • Character Stats List revised.
    • Fonts styles for in-game UI revised and unified.
    • UI for Journal Records section of the Charlist added.

    Mechanics:
    • Stack system for items in the Inventory added.
    • Stacked items used through the hand slots embedded.
    • Ability to use relevant items in Inventory added.
    • Journal mechanics added.

    Other:
    • Various usable items added into the char's Inventory.
    • Various equipable apparel items added into the char's Inventory.







    IMPORTANT NOTES:


    If you regularly test our monthly patches please check out the Journal Records and Apparel that we've presented in this patch. Feel free to share your impressions and report any bugs we missed.

    During the font styles revision I've encountered the major issue why the GUI and fonts in it might looks small for the screen resolution different from 1920x1080 I use (and 56% of you, guys, use as well). The case was that despite I designed the scheme of the GUI for 1024-resolution and higher – it was meant to be no scaleable with the twisting of resolution. Though our programmers made it so that it scales with the resolution different from 1080i. We'll fix that in the next update. So that the font and GUI elements will look on any resolution 30% bigger than GUI for Fallout Tactics (HD edition).

    BCS THANKS


    As you might see we've recently changed the logo of the studio. The fresh variant was born during the work on Fall of Gyes game app for App Store (as you might know one of our extra candidate for programmer vacancy has been working on it as a test). It turned out the new logo matched for publishing, designing and conceptual purposes.

    Here I should give my personal thanks to Kyndra from Apple support for attentive attitude and swift help in identification and resolving various issues on the fly.

    As well as I feel like to give my thanks to Maria for identifying several important issues on out Steam page (thanks to her we've also find out that our free tech demo on Steam can't be downloaded for some time... we work on the issue with Steam support).

    THE FALL OF GYES GRAPHIC NOVEL IS NOW AVAILABLE ON COMIXOLOGY


    I'm also quite glad to announce that The Fall of Gyes graphic novel is now available on ComiXology as of Wednesday, December 23, 2015. Just in time for Christmas! We've been working on it since the beginning of this year but we're very pleased to see it on the website.

    We're proud to have the experience under our collective belts, including everything from creation to physical production and worldwide distribution. We look forward to producing another one…

    I would also like to ask that everyone please share these links with your social cloud and help us raise awareness for the product: http://bit.ly/1k4Nugq

    Reviews are also great, if you feel so inclined!

    Thanks in advance! As always I'll post financial information and other relevant details in the upcoming months (ComiXology does not provides any stats till the quarter reports).

    IN-GAME ARMOR DESIGN MYTHS BUSTED


    As you might already know, After Reset RPG is on the way to be the first hard sci-fi video game as opposed to most fast-food video game approaches designed for mainstream appeal. This imposes certain obligations and leads to realism in every part of our development. Finding ways to get these puzzle pieces to work together is often a difficult and time-consuming struggle. I'd like to show you some examples from popular games and myth-bust their flaws while sharing some information about our approach to hard sci-fi armor designs.

    First of all, I'd like to warn you that after reading the lore below you likely won't be able to play most of the modern games or watch most of the TV-shows without non-stop facepalms. Perhaps there is something to be said for stylization in these works, but just as classic movies show heroes unloading thousands of rounds from their Ak-47 without ever reloading, we can’t help but chuckle at the absurdity of such oversights.

    N.B. Here I'll show our hard sci-fi approach to armor design with U.G. Pacifier Body Armor (PBA). The screen above is the work in progress. It has recently past from engineering phase to product design phase (in our R&D process).

    MYTH #1: BOOB ARMOR



    Myth: The female body clearly differs from the opposing gender; therefore armor manufacturers produce special variants of armors for women of every breast size. Right?

    Reality: Although there are some exceptions (Joan of Arc, Queen Boudicca, Artemisia, Grace O'Malley to name a few), a historical overview shows that very few women served in a military capacity before World War I, and most of those were non-combat medical or logistic duties. Although it's true that metal (particularly plate) armors from the Middle Ages were custom-made for the nobles who commissioned them, there simply wasn't a large supply for women and it was considered uncouth for a woman to wear armor. A knight's full-plate also weighs upwards of eighty pounds, and is difficult to walk around in even for very athletic men. Secondly, most women can fit comfortably into the same armor that men wear (or a size for men slightly taller), and modern Kevlar vests are unisex. Finally, form-fitting plate designs are very ineffective because this redirects the force of an impact right into the vital organs. Fantasy armors where the female body is exposed are even more ridiculous, but more on that in a second.

    In After Reset RPG: Here I'll show our hard sci-fi approach to armor design with U.G. Pacifier Body Armor (PBA). As it’s predecessors from the Past Age (IBA, MTV, IOTV, SPCS, PASGT etc.) and the armor is unisex. For female characters with the requisite constitution we made a custom fit, realistic look for the armored female body. Forget it fellas. There's no Xena the "Warrior Princess" in AR RPG.

    MYTH #2: FEMALE ARMOR OF MIGHTY NAKEDNESS



    Myth: Female warriors prefer less armor so they can be more agile, right?

    Reality: If you think a bra-and-thong counts as armor, I'm not sure what to say. CollegeHumor already busted this myth in a way I like, so I’ll be brief: the purpose of armor is to protect the five most vital organs (brain, heart, kidneys, liver, and lungs) against specific weapons. Leather and metal armors are designed to deflect glancing melee attacks (but were still vulnerable to piercing weapons), while modern Kevlar can stop small caliber rounds in their tracks.

    Historically it’s true that the Greek hoplites wore little to no armor (usually only a linen wrap covering the genitals and a bronze helm), they compensated with the aspis (a large round wooden shield gilded with bronze) and doru (long bronze spear). At the time, this made sense because iron and steel had not yet been discovered, and the large shield was the only means to protect warriors from volleys of arrows. As there was no armor that could turn or stop a direct thrust of sword or spear, and the shield already weighing seventy pounds, less is more for the purposes of mobility. However, these warriors are believed to be exclusively male, and the fighting style became obsolete after iron working.

    In After Reset RPG: Once again, U.G. Pacifier Body Armor (PBA), as well as other armors you’ll find in the game, is unisex. It was designed to protect those crucial five human organs from energy weapon damage (since it is the most common type weapons in Underearth) and from some kinetic damage. With that PBA is considered light armor and its design tailored to the underground cities of the U.G. (Police Departments) and military bases (Military Police). Its weight and flexibility grant minimum movement restrictions for the wearer.

    MYTH #3: BATTLE CLOAKS



    Myth: A decent armor needs a good cloak. I mean, you'd get cold without one, right? Especially in space!

    Reality: In all fairness, some cloaks were used defensively during the Renaissance, and the owner could wind it around his hand and provide some small protection from an enemy's rapier. In the Crusades it was also common for knights to wear cloaks over their armor to reflect sunlight and keep them cool in the desert. However, in battle the cloaks would be removed as they hinder movement. Nowadays, the cloaks on the "warriors" you'll me likely to see only on a tribesman of some isolated islands; but even so it would be just an accessory.

    In After Reset RPG: Some of you might have already noticed that our inventory screen has no slot for a cloak. Though your character has a Backpack or Rucksack slot, and there are some in-game cloaks that can be put in that slot (if the equipped armor doesn't block that slot at all). Some of them should provide some resistance to environmental damage (it gets very cold in the Great Desert at night, you know) but they will have an Agility penalty on character as well. However, I can assure you that there are no cloaks over high-tech armors worn by the sane inhabitants of the State of Eagle.

    MYTH #4: SPIKES, HORNS, VALVES



    Myth: The heavier spikes – the more I'm protected. Haven't you seen the recent Mad Max movie? Do you remember those deadly spiked porcupine cars? Awesome!

    Reality: There are many reasons why there are no spikes, horns, tubes, and other decorating heresy on real life armors, even those made out of scraps. The best-case scenario is a reduction of armor effectiveness, but it is very possible to puncture or cut yourself just by moving. During the Middle Ages knights really worn some decorated accessories over the armor but they were worn for parade events and/or were made from fragile materials to be swiftly removed in combat. In modern warfare some armors may be painted and so forth, but any physical adornments will only weigh down or distract. Experienced soldiers know that reflections, noise, and hindered movement are all great ways to get yourself killed.

    In After Reset RPG:
    There are no spikes, horns, valves, or near-useless sporting equipment used as armor for Underearth dwellers or survivors on the Surface. As you can see on U.G. Pacifier Body Armor (PBA), the design of armor is focused on physical and environmental protection. Effectiveness is the credo of most of the U.G.'s designs. Though, you'll definitely meet variants of "tire armor" among the Survivors. As a lot of tires from the Past Age are in usable condition by 132 A.R., they could grant decent protection from DYI melee weapons and are malleable for crafting purposes.

    MYTH #5: SOLID-MADE METAL ARMORS



    Myth:
    True battle armor must be made from solid, dense heavy metals. When a soldier in such armor moves, runs, jumps and make awesome acrobatic tricks, the metal simply bends and conforms to their body.

    Reality: Full-plate armors are notoriously bulky and restrictive, and they absolutely do not bend at all. If they do become bent or displaced by an impact, the armor often becomes worthless and in some cases can only be removed by breaking it apart. A real person caged in such solid metal armor will not be able to walk very well yet alone run and jump. Also, modern-day alloys (for armor) are designed to be as lightweight as possible so that soldiers can carry more ammunition, gadgets, etc.

    In After Reset RPG: As it is for the weapon design or for chem design, we studied the history of armor and discussed the topic with engineers and military specialists. We then work on prototype schematics that could theoretically be manufactured today (though the prototypes very expensive). We work out the proper materials based on real science, and always with an eye for functionality. Only after that do we reduce its cost according to technology projections and environmental changes resulting from the apocalypse in the After Reset setting.

    The major protective components installed in the PBA armor vest are ceramic, wool with spongy nano-structure for protection from focused electromagnetic energy (laser) or directed charged particles (plasma). These soft and light components are filed with polyethylene glycol (PEG) mixed with nano-particles of silica to protect against penetrating mechanical injury. Standard exterior cover of the PBA is usually produced from cut resistant fabrics.

    The PBA armor supports custom modifications and is compatible with MOLEE and GLICE systems. For more than 50 years PBA served the Underearth's Police Department (submitted to the UG's Social Corps) and Military Police (submitted to the UG's Military Corps). Around 120s A.R., when the rumors of possible returning on the Surface appeared, UG Army began to experiment on these armors for Ground Operations. After restoring research to that of the Past Age, Spongy Beryllium Plates (SBP) were selected as the fittest kinetic protection modes for the PBA. Being made from extremely lightweight (~0.9-1.1g/cm3) Be2B, Be4B and TiBe12 compos, the SBP grants extra kinetic protection for the spine, heart, spleen, kidney of the soldier with a ballistic efficiency over "1." Unfortunately, by 132 A.R. even modified PBA body armors lacked the sufficient capacity and popularity to replace medium and heavy armor sets for Ground Operations.

    According to United Governments Intellectual Property Office (UGIPO), the Diamond Military Technologies (or DMA Technologies), a Helios-based armor manufacturing company, owns the patent for PBA armor and its modifications. While they are best known for their PBA body armor, by 132 A.R. they also produced reinforced materials for use on vehicles and buildings.

    MYTH #6: BRUTAL GREAVES-BRACES ARMOR SETS




    Myth:
    These brutal braces and grieves made from some leather or metal to protect from cold, weapons, bullets... besides, with them equipped I don't need any other armor and go topless to strut my muscular body in combat. I am so agile that I’ll be able to catch and parry all hits and bullets like Spartacus!

    Reality: Although soldiers need all of their limbs to be combat efficient, the arms and legs are typically the least protected parts of the body from any historical or modern timer period. Any armor that protects these limbs typically hinders movement and simply makes easier to hit, and dodging bullets is far superior to any armor.

    Needless to say, this armor simply doesn’t cover any of the vital organs and leaves you totally exposed.

    In After Reset RPG: As it is true for reality, our hard sci-fi video game treats greaves and braces as accessories rather than battle-kits. Some of them provide very slight evasion bonus, but the majority are either for fun or for slight skill boosts. They are certainly not a substitute for armor.

    MYTH #7: TRUE SOLDIERS DON’T POO



    Myth: If a solider is equipped with a suitably advanced full body armor he/she doesn't need to answer to the nature call any more.

    Reality: Actually, some space suits do have waste removal systems, but those are not combat suits. In practice it is common for soldiers to defecate as normal people, you know, and soldiers want to be able to get out of their gear quickly in any case. Any armor requiring more then a few minutes to put on or take off would be extremely undesirable, and most modern video games seem to ignore this completely. It is often looks even impossible to imagine how the character or an NPC get in that thing.

    In After Reset RPG: We keep that nature-call factor under consideration when we design hard sci-fi armors for After Reset setting. For example, the NBC suit you can already put on in the current game build has built in portable Environmental Control and Life Support Systems (ECLSS).

    MYTH #8: FANCY CAMO PAINTS



    Myth: Camouflage can be functional and still look cool, right?

    Reality: No. Camouflage is designed to do one thing and one thing only - to disrupt the silhouette of the person wearing it so that they blend in with the combat environment through crypsis (to obfuscate) or mimesis (imitation). In nature, very few animals have bright colorings for this very reason. They tend to have mostly dull brown and green hues, with some exceptions for desert or winter environments. Without exception, camouflage is designed to be as unremarkable as possible.

    For more information, check out the Alfred Yarbus experiments or in-game lore.

    In After Reset RPG: Originally, we designed the MCU Desert uniform for the U.G. Army, and it's camo painting, we spent about a month to do it properly. It's so realistic that the player may have trouble seeing their character on screen, and we decided to give it another pass from a lore and technological/gameplay viewpoint. We then weighed that against a fictional assessment of the technological superiority of the U.G. Armed Forces (by 132 A.R.) combined with a relative threat-assessment of the Incorporeals and surface dwellers to get our final result.

    MYTH #9: THE MORE POCKETS AND GEAR THE BETTER



    Myth: Gotta have a holster for your iPhone, ropes, spare mags, flashlights… the list goes on. Anything you wear increases your protection, right?

    Reality: Using MOLLE/ALICE systems real life soldiers only wear the minimum of gear required to complete a specific mission. Anything extra just weighs you down and is better left behind. Fatigue is a real problem on the battlefield, and you need to be able to run and fight in what you’re wearing. They are not Mr. Handy, they are specified tools of warfare. Even if some of the gear deflected a bullet, the ricochet would still likely cause serious injury. So, more gear does not equal more protection.

    In After Reset RPG: During the development of the armors and other protective gears for various fractions we consider the relevant purpose and assignment of each gear we worked on. That means that each element on the armor you'll see on the game's characters was put there with some realistic and specific purpose. Before we add these new composites to the game, we give them the Trial of Curiosity (as we call it), and our testers ask: "What is that? What it is for? What it is made from? Why this is right here? How much does it cost? How does it work?"

    If we can't answer these questions, we go back to the drawing and engineering board.

    MYTH #10: HELMETS ARE FOR PUSSIES



    Myth: More visibility is good, right?

    Reality: The body cannot survive without the brain, so putting on a fifty-pound armor and then going into battle without a helmet is quite insane. The issue boils down to development costs and the fact that (for story purposes) you often want a character’s face to be visible so you can distinguish them. I personally dig modern shemaghs and find them very practical.

    In After Reset RPG: It is up to you whether you want to wear headgear or not, but there simply isn’t a good combat-relevant reason not to wear them.

    VOTUM SEPARATUM

    After sharing my thoughts about these popular myths, I want to be clear that I’m not trying to belittle the work of all the developers, artists, and writers who worked on the games mentioned or shown in the screenshots. Their hands are often tied and the final results the responsibly of the producers, directors, and CEOs who funded the game. Also, you could simply group them as a stylized sub-genre of sci-fi that doesn't seek to achieve realism. However, I certainly appreciate games that go the extra mile.

    I just want to show how hard we're working on the lore and detail in the After Reset setting to make it special and unique. We're pouring our heart and soul into the creation of every prop or in-game item, even if it takes us three times as long to do it. As one guy (Morrandir) wrote on RPGWatch: we are on a mission to show that a great and realistic RPG can still be made on an Indie budget.

    * * *


    Christmas is a season of joy and love, but it's also a time for reflection.

    We think of those who are closest to our hearts, even though they may be far away in miles. We pause to give special thought to those in need, and to the universal bonds that link all gamers in brotherhood if not in blood. In doing so, we touch on something basic and good in the human spirit, a special grace that makes this a time of giving, and of forgiving - in short, good will toward men.

    As we give to one another, let us give of ourselves. For one of the lessons of Christmas is this: among greatest gifts to man is the gift of giving itself, and the more we give of ourselves the more of ourselves we have to give.

    Once again I'd like to thank everyone who contributed, posted, reviewed, and purchased After Reset as we could never have got this far without your support.

    Merry Christmas, and may the Force be with you!

    Add us on Steam Early Access.
    Visit After Reset RPG official Store.
    Join After Reset RPG official website.
     
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  5. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    Hi, guys.

    In today’s monthly news update we’ve got a juicy patch for the AR RPG, some fresh and inspiring statistics, and a bit of info about The Fall of Gyes app release on Steam. I know there are several dozen indie devs among our backers, as well as even more guys pondering about how to get into the industry with a personal project, and that’s why I’m so transparent about our stats, experiences, and insights that I hope will be useful to all of you.

    PATCH #031816 RELEASED



    FIXES:

    Audio:
    • Music loop in Main Menu fixed.

    Graphics:
    • Female clothes skins fixed.

    Interface:

    • Container panel reworked.
    • Quantity panel reworked.
    • Character Panel icons changed.

    Mechanics:
    • Inventory mechanics revised.
    • Apparel mechanics revised.
    • Containers mechanics revised.
    • Drop mechanics revised.
    • Character speed after encumbrance level is off now, returns to the normal state.

    FEATURES & CHANGES:

    Gameplay:
    • Quests at Special Facility level added.
    • Containers at Special Facility level filled with random items.
    • Containers at Science Facility level filled with random items.
    • Ivy awakening dialog added.

    Graphics:
    • Light armor for UG Military Police forces created and added.

    Interface:
    • Quests UI added.
    • Dialogues UI added.

    Mechanics:
    • Quest Mechanics added.
    • Dialogs Mechanics added.
    • Random loot mechanics added.
    • Random container’s content mechanics added.
    • Random DC (Science, Lockpick, Repair) for Electronic and Mechanical locks added.
    • Data saving (character, containers, loot, locks, doors) while travelling between areas added.



    IMPORTANT NOTES:

    1. As it was planned, we’ve embedded another part of cool randomness of PnP RPG to our game’s mechanics.

    First, all containers and locks (electronic and mechanical) you meet in the updated build and onward will have random Difficulty Class for Repairing, Lockpicking, Hacking actions set in range relevant to the area type those containers and locks located.

    Second feature represents the sandbox randomness of the loot and containers’ content. Enhancing our engine with game designer module for work with items and containers, I’ve been able to add more than 100 items from the database on our forum to the proper random lists for each container of the Special Facility and Science facility levels. Feel free to test how it works.

    Finally, the third is a shard of randomness in NPC behavior, dialogues and quests. The idea is to set random behavior and dialogues to various NPCs. All that implies nobody knows for sure if an NPC would be in a mood to talk with you, trade with you or give you a quest. Nobody even knows if the NPC would be in right place and time to meet you. That mechanics should work before any classic checks like: your alignment, your reputation, your achievements, your STATS, etc. A half part of the game should be defined by your destiny only.

    2. I double-checked the graphic settings in our build and figured our that our visual capabilities is used less than at 25% (like maximum textures content and resolution, filtration, details, 3d postprocessing, lightning, materials, etc). Analyzing PC/MAC data of our fans who activated the game on Steam now I’ve just slightly move the visual quality indicator 5% up. Your machines should cope with that.

    I’m still sure that the decision to create all assets of AAA quality (4k resolution full set of textures with high details geometry) was the right decision. Thus, we won’t have to redo all stuff with every chapter till the final game release, but just switch the level of quality allowed higher and higher. So that even by the final release our quality will be dignified.

    7,000 WISHLIST FANS REACHED ON STEAM



    Here I’d like to share some fresh and inspiring stats about our forces gathering <span style="text-decoration: line-through;">to take back Nassau</span> to come to release looms on the horizon.

    First off, we finally reached 7,000 wishlist adds on Steam. Frankly, for the time I prepared this news for our Editor to the today’s release of the news, this amount rose by 63 more fellow fans. That quite decent and inspiring amount fuels our passion and dedication as we see how many people want to play the game we’re working on. Thank you all who added us, guys!



    I also can’t ignore the 200+ people who purchased (and keeps purchasing weekly) our EA version in this very EARLY stage. I encourage everyone who wants to support us to add After Reset to their wishlist, and for those of you who have made purchases, please do give us feedback. Frankly, I privately and publically asked all media/reviewers not to post any reviews until the prologue is complete. I also didn’t use the Steam Promotion we’ve been granted for our marketing arsenal. Till the release, we don’t need the publicity. But as I said, I can’t skip thanking those 200+ people who backed us on Steam despite all the negative comments such as: <span style="text-decoration: line-through;">‘Flint is dead’</span>, ‘this game will never be completed’, ‘$50 for nothing’. In these circumstances I think you all are some of the most loyal supporters AR has and should be rewarded somehow. I’ll revisit this topic at a later date.



    Regarding our current fan base from Kickstarter and from Direct Pledges, I’ve collected and united all the data to prepare one database that will give us a better view of the people aboard our AR RPG ‘capital ship.’

    There are around 3,700 fans on KS/DP/Forum from the following countries:
    United States: 37%
    United Kingdom: 8%
    Russian Federation: 7%
    Germany: 6%
    Canada: 5%
    Australia: 5%
    France: 4%
    Sweden: 3%
    Others: 25%

    This data correlates with the viewers/customers data on Steam (I finally set GA properly).



    Beyond that, the mystery of this large amount of backers from KS who didn’t receive our letters with the key in time dispelled. When I applied e-mail server data validation check on e-mail entered on Kickstarter – around 62% of the e-mails turned out to be invalid. It’s hard to see when you browse through 3000 e-mails but easily indicated after such automated validation. Anyway, we manually fixed all errors, sent all keys missed by the system, and we’ll be sure to use e-mail validation in the future.

    THE FALL OF GYES APP NOW ON STEAM



    I’m not going to talk about this any further as you already know about this, our small ‘assault frigate’ constructed by our other Kickstarter project related to After Reset universe. I just wanted to mention it in this briefing for those few who may have missed the previous announcements. For more info, check the update history.

    As of previous Friday, we successfully launched the Fall of Gyes on Steam: http://store.steampowered.com/app/440100/.

    Despite our small team, I’d like to add full voice acting for the FoG app and by purchasing it and up-voting it people can help to make that upgrade a reality. The product also helps to familiarize people with the After Reset setting and I think it turned out to be really decent. Beyond that, extra funds we receive from the FoG app will be used to make more of the same visual stories with more choices (leading it to be like Telltale's games) and to invest further into our primary ‘capital ship,’ ‘the big RPG of our dreams’ - After Reset RPG.

    The other benefit from the reworking the FoG graphic novel as a kinetic novel/app and launching it through various platforms is the experience and data collected. As our indie studio’s credo of transparency indicates, I’m publishing all costs and market insights about the FoG app on its Steam Discussion page (if you develop your first indie visual novel, quest or some game for iOS, you’ll be really interested in it): LINK.

    Important Note A: Please keep in mind that this FoG creation was just a test for our new programmer that I’ve now hired, as he has shown a great deal of competence and work ethic. The production of this app was not paid for with funds from the After Reset or Fall of Gyes Kickstarter campaigns. As you might remember, we passed through six months of coding issues in the previous year when programmers vanished (with or without prepayment) or ruined the code several times. Making a mistake is only human, repeated mistakes is another matter entirely. I’m now very cautious about crew selection and introductory tasks, and don’t do any prepayments with people who haven’t proven themselves.

    Important Note B: Those of you who have and activated The Fall of Gyes as DLC for the AR RPG, thank you for you early bird support of it on Kickstarter and by Direct Pledge. You don’t need to purchase the kinetic novel version we are releasing today. You will find the kinetic version (for WIN) inside your DLC folder within a month or so at no charge. Though, as it will be there as a separate DRM-free file, sadly you won’t be able to vote for us on app's Store page . That’s okay, though. You’ve done a lot for After Reset already, so thanks!

    * * *

    Thanks for rooting for us, fellas!
    Getting back to the sails, the release of the prologue looming on the horizon!

    Add us on Steam Early Access.
    Visit After Reset RPG official Store.
    Join After Reset RPG official website.
     
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  6. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    Hi guys,

    Glad to know you're reading today's monthly report and even happier to bring you the following news: patch, estimated release date, fresh hard sci-fi lore.



    PATCH #051716 RELEASED

    FIXES:

    Mechanics:
    • The bug with inventory listing when you put the object from active slot to inventory is fixed.
    • Bug when you're unable to drop object on the floor fixed.
    • Stacking system amended.
    • Items identification bugs fixed.
    • Tutorial pages now can be slid correctly.
    • Items activation while switching items fixed.
    • Saving/Loading date while travelling between levels reworked.

    FEATURES & CHANGES:

    Gameplay:
    • Ivy monodialog [first aid] added.
    • Ivy monodialog [recover] added.
    • Ivy dialog [warning] added.
    • Quanton monodialog [NBC] added.
    • Quanton monodialog [firealarm] added.
    • Quanton dialog [broken] added.
    • Free talk dialog with Ivy as a companion added.
    • Tutorial "Character Skills" added.
    • Tutorial "Hacking Electronic Devices" added.
    • Tutorial "Lockpicking Mechanical Locks" added.
    • Tutorial "Item Identification" added.
    • Tutorial "Identifying Creatures" added.
    • Tutorial "Journal Records" added.
    • "What Makes a Terrorist?" Journal Record added to gameplay.
    • "Gigantic Red Zones Amoebas" Journal Record added to gameplay.
    • "R/K Selection Theory When Applied to the Status of "Survivors" Journal Record added to gameplay.
    • "Quanton Hubs" Journal Record added to gameplay.
    • "O'Shea's Cooperation Speech" Journal Record added to gameplay.
    • "Artificial Intelligence" Journal Record added to gameplay.

    Graphics:
    • Screen Resolution selection launch screen for MAC version added.
    • New Quanton NPC model (broken and fixed) and its VFX added.

    Interface:
    • Augmentation panel added to Character Menu.
    • Need to lock other interactions while in game Main Menu is open.

    Mechanics:
    • Quantity dialog window when move only one object now does not appear.
    • Pop-up text mechanics (Fallout 1/2/T style) for monodialogues and NPC taunts added.

    Other:
    • Dozens of new items.
    • Trash containers authentically added to Special Facility and Science Facility levels.
    • Final containers (contents/types/states/descriptions/sounds) for Special Facility level added.
    • Final containers (contents/types/states/descriptions/sounds) for Science Facility level added.

    IMPORTANT NOTES:

    1. Sorry for delay with the update: it was ready around a week ago but we found the critical bug in the final build - Kaspersky deleted (!) the whole build relying to "suspicious behaviors" when the character travel between levels. We were not able to find out origin of the bug in our scripts for a week; hence, we had to rewrite all save/load system from scratch symbol by symbol. Now it works smoothly.

    2. I know, with this huge update, it might look like we "finally" got to development just a couple months ago. Frankly, we joke a lot about within our team ourselves. But the case is the major work was done for that year before – the major work for creating content and engine/constructor fitted to our SACPIC game mechanics. We go right step by step like Bioware did for Neverwinter Nights 1: it took around 3 years of 75 programmers and 45 testers (10 internal, 35 external) as well as 10 million dollars just to create an engine/constructor fitted to DnD 3.5 mechanics, and only after that they get to sewing campaign on it. That was actual in good old 2002. Modern technologies, social support and crowd founding gave us a boost but we still follow the same passage and still face the same issues :)

    3. Mac users, now you can select screen resolutions when launching the game as well as running it in windowed mode. It looks beautiful, but I recommend to use resolution not wider than 1920 for now because current Macs might be lagging running the game on 4k resolution. E.g. I prefer to play in on Mac with 1200 resolution windowed. I know, Mac suffers some visual bugs in Main Menu but we’ll fix that on further updates.

    4. You might encounter many dialogues with Ivy in this build, albeit she is represented by painted avatar still. We got her model but I decided it is not as cool as other content of ours. She’s too important (as the companion for the decent part of the game) to be neglected. Freelancer did her model, so now our lead 3d modeler redoes it himself. I’ll present you her "old" version with comparison to "new" one in the next update.



    PROLOGUE RELEASE ESTIMATED DATE

    One of the most inspiring part of today's news is that, based on our current stage and pace of development, as well as on our current human and financial resources, I recon to complete and delivery the prologue by the end of this summer. I know this is just an estimation, but it is a realistic one.

    The game core become more and more sophisticated with every monthly update. It happens very often when amending one bug that we reveal a couple of new ones. The major threat to this plan of release is the human factor (frankly, as it's been the case during the whole development). I'm doing my best to attach a new spare programmer to the development (at least for bug fixing) but if we lose our current programmers that might slow us down again. I'm praying with you that won't happen and we'll go through this coming three months smoothly and release a great product.

    Beyond that, if it goes according the plan, we need to look in the future. In the next update, I feel like to share the plans with Co-Founders, coordinate it with them, then (in August) share updated plan with Kisckstarter backers to ask their thought on it. If it run fine again, we'll share the plan with everybody else after release of the prologue by this Fall.



    8,000 WISHLIST FANS REACHED ON STEAM

    In previous update I posted Steam statistics about 7,000 wish lists collected and how that milestone has inspired us. It looks like my news found some traction within the hearts of our fans that follow the development process. For this month amount of wish lists has increased to 8,200!

    Thanks for adding us, guys. This growing number of wish list adds will definitely help us by the release date.

    The art above is painted and cordially shared as the illustration by one of our favorite contributor-artists Antony Fedotov who worked on the cover art of Fall of Gyes. This art you see is inspired by New Reno capital of the New Confederacy from After Reset setting :)



    ARTIFICIAL INTELLIGENCE LORE

    At this current stage we’re working hard on Ivy and Quanton characters. Both of these NPCs are virtual intelligences. For several weeks we received a lot of questions from our fan, littleONE, about Artificial & Virtual Intelligence science and its place in the hard sci-fi setting of After Reset.

    I decided to prepare some extra lore about that issue and include it into the prologue. You might read about it here or discover it in current build by yourself. But I’d like to show you how the hard sci-fi approach is different from casual "fast-food" approach (e.g. for many, the subject of AI typically resolves into "AI is a threat" or "Kill all humans").

    Here you can read a part of an article from a public official from the Human Rights Watch. By 132 A.R. the HRW is one of the Social Corps Departments that monitor and enforce compliance for a ban on AI research and development within the United Governments. I hope, you'll enjoy it:

    "Specify the way in which you believe that a man is superior to a computer and I shall build a computer which refutes your belief. Turing’s challenge should not be taken up; for any sufficiently precise specification could be used in principle to program a computer."
    Karl Popper, The Self and its Brain

    When thinking about Artificial Intelligence and artificial consciousness, our forbearers often began from the premise that there are only two types of data processing: artificial and natural. But, we can now be certain that this premise was mistaken.

    The conceptual difference between artificial and natural systems was never definitive nor exhaustive. For a long time before the dawn of modern synthetic biology, long before the Reset, we already had intelligent and conscious systems, that could not have been said to belong to either of these two categories. As for the other outmoded division between hardware and software, once again, in the Past Age, we had biological systems that could be controlled by artificial (anthropogenic) software, while at the same time, there also existed artificial devices controlled by programs that arose all on their own (via evolution).

    But, having touched on issues of integrated biological neuron networks and non-biological machines as a type of "accelerated evolution," we are already reaching the problem of the Ethics of Consciousness. Here it is worth noting that we still do not have a functional theory to explain consciousness but, if we did, there would be no guarantee that it would apply equally to Artificial Intelligence in non-biological carrier.

    Before research in the field of Artificial Intelligence was made illegal, and Evolutionary Robotechnology studies were limited, more than a century before the Reset, we had already begun to create the first self-modeling and self-cognizing robots. The most obvious example is the "starfish" made by Josh Bongard, Viktor Zykov, and Hod Lipson. Over the course of their existence, these robots gradually developed an internal model of themselves, a model of the surrounding world, and a model of their places in it. These four-legged robots made use of these models to perform cognitive functions and interact with the world around them. When some legs were removed from one of these "starfish," it began to adapt its model to the new conditions, working out new approaches. In concrete terms, they learned to limp. Differently from human patients with Phantom Limb Syndrome, these robots were able to restructure their concept of their own body after losing limbs. These "starfish" were not only able to synthesize a personal model of the Self, but also use it to give rise to intelligent behavior. Of course, these first models of the Self were unconscious, but as many readers remember, they were successfully used to help making the first computer models of human evolution.

    The breakthrough in Artificial Intelligence research that followed was also correlated with breakthroughs in human neuropsychology. Before that, neuropsychology defined three things as the basis of consciousness as we know it: an integrated model of the surrounding world with feedback, which can be accessed by all parts of the mind; living through this model in the "here and now;" and the fact that the artificiality of this model of the world and the "here and now" are hidden from the conscious mind. These very factors were applied to humans as well: we have a virtual model of the world (though it may be inaccurate, limited, and contain delays and distortions), we have virtual model of us as the organisms (remember Phantom Limb Syndrome above), we can "feel" as we live in the "present" moment where we are and, from the beginning of our lives (and for some, for their whole lives) we do not recognize the artificial nature of these structures.

    However, what our forbearers, the creators of the "starfish," did not consider - was the presence of a fourth, connecting factor, that allows the trespassing the border from Virtual Intelligence to Artificial Intelligence: the simultaneous detachment and backward integration of models of the Self into an already-formed virtual picture of the world leads to begins to recognizing/cognizing itself. It becomes the Ego and a naive realist regarding everything its model of the Self does claim about. Such an Artificial Intelligence would believe (!) in itself.

    THE ETHICS OF CONSCIOUSNESS AND ARTIFICIAL INTELLIGENCE

    One of the first questions I get from schoolchildren at the beginning of my Conceptual Robotechnics course is, "If we can make Artificial Intelligence, why don’t we? And why does the government forbid all research this field?"

    I am reminded of our conclusions in the previous chapter: backward integration of a model of the Self in virtual form into the world "here and now" will allow these systems to see themselves in this world, and in this place and time. The system begins to recognize/cognize itself. And that change turns this artificial system into an object of moral agency: it now becomes potentially capable of suffering. Pain, fear, negative emotions and other internal conditions, which reflect part of reality as "undesirable" can serve as reasons for suffering only if they are realized. A system that is not revealed to itself (for example, our modern Virtual Intellect systems) cannot suffer, in that it is deprived of a sense of ownership. These systems are like rooms, in which a light is turned on, but no one is home. They cannot be objects of ethical consideration a priori. If such a system has a conscious model of the world (even if it is more accurate and full than a human’s), but no model of the Self, then we can pull the plug at any moment with our minds at ease.

    But Artificial Intelligence is capable of suffering, because it integrates pain signals, the condition of emotional distress or negative thoughts in its transparent model of the Self, and they are declared not an abstraction, but someone’s (!) pain or negative feelings.

    Here let us make a thought experiment that is a brilliant illustration of the potential moral issues of experimenting with Artificial Intelligence like this. Imagine that you are a member of an SOC ethics committee considering whether to award a science grant to a medical research project.

    The author of the project says: "We want to use genetic technology to propagate mentally disabled children. For the study, we need children with certain intellectual defects, emotional insufficiencies and perception deficits. This is an important innovative research strategy, which requires controlled and reproducible research on the mental development of mentally disabled children after birth. This is important not only to further our understanding how our own brain works, but also has a huge potential for curing several mental illnesses. That is why we need the funding immediately. Do the right thing!"

    Beyond a shadow of a doubt, you find this idea not only absurd, but also dangerous. One could confidently suppose that such a proposal would not be approved by any ethics committee in this world.

    Albeit, the first generation of Artificial Intelligence, or artificial consciousness, unlikely will find defenders in ethics committees just like the one described above. The first generation of machines that satisfy the minimum sufficient set of conditions for present living and self-consciousness would find themselves in a situation similar to that of the genetically engineered mentally handicapped human children. And just like those babies, the first Artificial Intelligences will unavoidably have all types of functional, cognitive and presentational dysfunctions, regardless of the fact that they may have been conditioned to have them by errors in the experimental design. It is completely possible that their perception systems: artificial eyes, ears, etc., won’t work very well at first. They will be half-deaf, half-blind and will have to struggle with potential difficulties in perception of the world and their own places in it. Together with that, having a self-consciousness, they will be capable of suffering.

    If their model of the Self is rooted in low-level self-regulation mechanisms in its hardware (i.e., just like our own emotional model of the Self is rooted in the upper brainstem and hypothalamus), then they will consciously live all the pain and emotions. It will be painful for them to go through losing homeostatic control because they have a built-in perception of their own existence. They would have personal interests and, as such, would subjectively live that fact. They would be able to suffer emotionally in a way that is qualitatively different from us in form and intensity, that we, its creators, would be powerless to even imagine.

    All the same, the fact is that the first generation of such Artificial Intelligences, will probably have a great many negative emotions, brought about by self-regulation failures due to hardware and software defects. These negative emotions will be recognized and intensely felt by the Artificial Intelligences themselves but, most likely, we will not be able to understand or even discern that they are present.

    Let’s try to continue our thought experiment… Imagine that the next generation of Artificial Intelligences, which would be more developed, begin to attach more complex cognitive characteristics to their model of the Self. In this case, they can already conceptually understand not only the quaintness of their existence as simply objects of scientific interest, but they will also be able to suffer intellectually from recognizing their own "inferiority." Further generations of such Artificial Intelligences will be able to fully recognize themselves as second-rate, though also intelligent beings, used as disposable experimental subjects. Just think what it must be like to “wake up” a developed artificial being, which, despite having a firm sense of identity and a personality that experiences itself, is nothing more than a mass-produced product.

    This story of Artificial Intelligence, of a being artificially endowed with self-consciousness, but without human or civil rights, or any kind of societal lobby, is an excellent demonstration of how connected the ability to suffer is with consciousness itself. It also is a principled argument for the unacceptability of creating Artificial Intelligence for the purpose of academic research. We should not increase the total amount of suffering in the universe without necessity. And creating Artificial Intelligence systems would be doing just that from the very outset...

    Roger Simmons,
    Social Corps Department of Human Rights Watch.


    * * *

    That is all for today. Getting back to the development.
    Thanks, guys, for rooting for us and for your outstanding patience!
    See you in a month, or daily on our forum and Steam.

    Add us on Steam Early Access.
    Visit After Reset RPG official Store.
    Join After Reset RPG official website.
     
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  7. Mr-Nixon

    Mr-Nixon

    Joined:
    Mar 30, 2013
    Posts:
    140
    Hi, guys!

    I’m glad to announce another monthly report for you with a bunch of good news as always. From this update you can familiarize with the patch notes, Ivy retrospective development, fresh money & issues report for our Co-Founders, an offer for you to get your own Co-Founder status from SEA, receive a free copy of the TFoG game on Steam, listen to a new OST music track “Raider’s Camp,” and check out some new lore representing the new faction.

    Just open up a cold bear or a Coke and enjoy the update!



    PATCH #073116 RELEASED

    FIXES:

    Audio:
    • Missed Narrator voice sounds added.
    • Volumes for 3d sounds and speech amended.
    • Not ceasing voiceover in dialogs while the dialog is closed or another line is played, or when quieting to main menu - fixed.

    Gameplay:
    • ASWD bug fixed.
    • Typos in Records fixed.
    • Skills and stats checks in dialogs fixed.
    • Awakening cut-scene reworked and enhanced.

    Graphics:
    • All female clothes (neck bug) reskinned and reboned.
    • Low quality character and NPC camera with pixel border in dialogs to fixed the cinematic smoothness.

    Interface:
    • Text blinking in dialogs fixed.
    • Red coloring of the character model in Character menu fixed.
    • Main Menu button corruption after traveling between levels amended.
    • Tag panel fixed.
    • Mouse absence during the first dialog fixed.
    • Overlay picture for PAUSE deleted.
    • Ivy's icon blur after interaction fixed.

    Mechanics:
    • Saving/loading bug of dropped loot and trash fixed.
    • Bug with several items multiplying on floor when traveling between levels fixed.
    • Drone position bias after level reloading fixed.
    • Death mechanics and its visual and audio assets fixed.
    • Area transaction script and visuals amended.

    FEATURES & CHANGES:

    Audio:
    • Final recordings and post-processing for Keren Goston dialogs are done.
    • VFX sounds for drones created and embedded.
    • Looped heart beat sound added for the character when he's in dying state.

    Gameplay:
    • Drone’s animations added.
    • Drone’s activation quest added.
    • Drone’s dialog (activation) added.
    • Drone’s dialog (deactivation) added.
    • Ivy’s dialog (drone) added.
    • Quanton dialog (repaired) added.
    • Quanton repairing cut scenes added.
    • Quanton repairing challenging puzzle added.
    • Lab drone hive/cloud mind added.
    • In-game access to all 22 Records for the prologue added.

    Graphics:
    • Gameplay camera settings polished to the ideal 3d pseudo-isometric view.
    • Special Facility graphics optimized and freed resources used for graphic quality boost.
    • Science Facility graphics optimized and freed resources headed for graphic quality boost.

    Interface:
    • Dialog's answers display enhanced (numbers and "/* styles added).
    • Now any GUI (highlighting, tagging, etc) do properly disable VFX during cut scenes and dialogues.
    • New Quest and new Records notification icons added as clickable to let them open relevant panels respectively.

    Mechanics:
    • Drones AI added.
    • Followers mechanics added so that PC’s followers can travel with him/her through the levels and areas.

    Other:
    • Sparkles added to Quanton's servers.
    • Colors for repaired Quanton changed.
    • More environmental assets set at Ground Level.



    IMPORTANT NOTES:

    #1 Thanks for your bug reports, guys! We really appreciate them, but it’s become quite time consuming to slog through them all in our e-mail. We’ve come up with a better method to make this process more organized, and you can now upload your reports to a new sub-form we’ve created on STEAM, which you can access here: LINK

    #2 Along with the Quanton’s servers, quests, dialogs, models, VFX, cut scenes, and other gameplay, we have finally completed the Science Facility level as it was meant to be. Through the prologue players should become comfortable with the specific (and quite frankly old school-ish) methods of storytelling and gameplay we plan to use in the rest of After Reset RPG.

    One of these core features is very non-linear gameplay, and in regard to the Quanton Hub, it is completely up to players to decide what to do with it. Doing nothing is, of course, an option. I’d like all of you guys (while playing AR RPG) to really immerse yourself into its world and roleplay your character. Relying on the statistics of human behavior, game theory, and my D&D DM experience, I encourage you to behave like your character would in the real world—or even roleplay yourself. There’s consequences (positive and negative) for just about everything in the game. So aside from testing, please, don’t rush into decisions just because the option is there.

    #3 There is one cut-scene left to be programmed into the Special Facility level in order to complete it. Except for that, nothing else should change as far as the level goes, right up to the release of the prologue.

    #4 Our third level (the huge one – Ground Level) does not need to be tested yet, but feel free to explore it so you can see how things change with each update.

    #5 One of the most important things in today’s update is the final representation of the dialog mechanics and its GUI. Please, feel free to share your impression and thoughts about it.

    IVY REPRESENTATION

    In this update, I am proud to finally present Ivy to you now with most of her dialogs and quests working. If you’ve been following the development since the Kickstarter you already know who and what this companion is. But for those of you who don’t, here’s a bit of lore (no spoilers): LINK.

    There are many reasons why it took so long to properly implement her into the game, and I’ll show you a few of them. Below you can see her concept:



    An example of the terrible model we initially got from freelancers:



    I just could not to put That creature in the game. Rebuilding her took two months, and here you can see the highpoly version of her we did 3 weeks ago:



    Unfortunately, the low poly count of the head as well as the textures turned out to be bad:



    And we had to rework the head completely to get the final highpoly variant you can see below (texturing is in progress). Now I can empathize this girl and would be be pleased to see that face through the whole game:



    Albeit, I hesitate what haircut for the prologue status of Ivy to choose. We need your help to made our minds about it. Please, let us know which haircut style for her you'd prefer:



    EARLY REPORT FOR CO-FOUNDERS: MONEY, WORKS, PLANS



    In addition to this update, I’ve posted a closed early report for our Co-Founders: LINK.

    It contains screens from our project boards as well as several personal boards of the team members; financial report; plans for the future development (the game is not limited to the prologue, After Reset’s development is about more than one game).

    If you’re a Co-Founder, please, feel free to check that early report and share your thoughts.

    For our other Kickstarter backers I’m going to share that report a couple weeks before the prologue release in a closed update. Everyone else will be able to see this report after the release.



    CO-FOUNDER STATUSES FOR SEA PURCHASERS

    I posted in previous updates our thanks and my personal kudos to those several hundred gamers who purchased our game on Steam Early Access and rooted us regardless of its very early stage of development. I promised to find some way to show our gratitude.

    So, I’d like to provide you with Co-Founder statuses, guys, so that you will have access to all the extra content on our forum and to be the first to view our reports. This isn’t just a marketing ploy; it’s our way of saying thanks. If you purchased SEA by the fourth of July or earlier, feel free to write me on Steam to claim your Co-Founder status for your website account on our forum.

    Once again, thanks. Your contributions have become immortalized in our game, part of its models, textures, sounds, setting, quests, animations, etc.



    TFOG GAME GIVEAWAYS FOR BACKERS

    In previous updates I also wrote about my willingness to include the TFoG game for free as a DLC graphic novel for those of you who already purchased or backed After Reset RPG. Even though we still can’t solve that issue just by putting whole TFoG game (1Gb+) into our Steam DLC folder, I’ve got another option:

    If you have TFoG as a reward for your tier on our Kickstarter AR RPG campaign, or if you purchased that TFoG DLC on Steam, please write me by e-mail (in case of KS reward) or buzz me through Steam and I’ll just send you a FREE key to the Fall of Gyes game on Steam.



    ADDING TO THE OST

    Development of the game is not ceasing after the Prologue completion. I’ve already created the script, primary characters, gameplan, maps and quests drafts for Chapter 1. As the location of the chapter will take place on territories belonging to the Indian Alliance and Nomads, in this update I am proud to announce a marvelous new music track that has been added to our official OST called: “Raider’s Camp.”

    If you got and activated our OST DLC preorder it has been automatically updated with this news released. Please, check your ...SteamApps\common\After Reset RPG\add-ons folder.

    If you didn’t get our OST DLC preordered through the Kickstarter campaign or by early direct pledges, you need to wait till we release it officially or some other special event. Still, you can enjoy the following lore from After Reset game and setting right now.

    LORE: NOMADS



    *The photo above provided by Dimitri Zaitsev, a talented costume designer from nuclear-snail.com.

    “Raider’s Camp” – that is the name for the new music track we’ve added to our OST, but I hesitated a lot in the naming of it because of our hard sci-fi concept. The setting forced me to use a “Nomad” world. Indeed, have you ever thought why in post-apoc movies and games “raiders” call themselves “raiders?” I imply that it is quite normal for other peaceful people call someone who gangs them – “Raider!” But it turns to comedy when I try to imagine such brutal persons calling each other – “Sup, raidies!” or “Dear, comrade raiders!” If you feel the same way, this After Reset lore is for you:

    Nomads:

    Nomads, sometimes called Raiders by the native population, are any group of Survivors (descendants of the people who were lucky enough to survive the Reset but unlucky enough to survive it above the surface) who constantly stay on the move.

    During the first decades after the Reset, the time called both by the Survivors and Natives as the Hurricane Days, the last human cities above the surface vanished and the evidence of human civilization perished. Following Dunbar’s Rule that is soldered into human nature, the descendants of people (above surface) survived by gathering into small groups of less than eighty people. As the Yellow zones (relatively well accommodated for life) were too rare that time, these people adopted a migratory lifestyle.

    Due to all culture, material knowledge of the Past Age was lost and most of the flora and fauna were critically damaged. So, the new civilization had to start over from the beginning: hunting, gathering, raiding and pasture (this way of life spread after 80s A.R.). Lack of human impact on nature allowed it to evolve and take revenge on virtually every biosphere from plankton to mammals.

    One way or another, by 100 A.R. a new civilization of Survivors emerged though they were still separated into groups of Nomads, usually consisted of several dozens of people, constantly moving within Yellow zones, practicing Social Darwinism within trading with other groups or fighting over scarce resources.

    For these people, their way of life is dominated by aggressive raiding, plundering, murder, or even cannibalism in some extreme cases. To other Survivors they are simply known as “Raiders.” It is important to mention, that raiding and marauding were more or less practiced by all Nomads; thus such classification is highly nominal: e.g. for an average group of Nomads, who were attacked or ransomed by larger group, these attackers would be called Raiders (by the Nomads).

    Second, a conditional sub-group might be distinguished as Pastors, for which hunting on massive clouds of animals (primary, cloven-hoofed types but that depends on the region) makes up their primary occupation. Later, after 80s A.R, pasturing became the dominant means of survival for most Nomad cultures. Their migratory patterns tend to mirror those of the animals they hunt. For those who remain focused on raiding and plundering, they still actively hunt and gather but their strategies adapt very quickly to changing circumstances. Generally, they just follow their instincts.

    Finally, there are the Craftsmen. These nomadic people survive through manufacturing and trade, focusing more on re-engineering past tech and trial-and-error methods to procure basic technology. Such groups of Craftsmen frequently cart their goods in wagons and are a prime target for other Nomads with whom they are not at peace. This category of Nomads was formed much later than the first two, but also had the fastest social development of any Nomad culture after 100 A.R., and it quickly became the dominant foundation for establishing sedentary settlements.

    This usually happened whenever the Nomad population (of a particular group) reached Dunbar’s Threshold or when larger groups absorbed smaller ones too frequently. These excess forces quickly became militias that guarded the agricultural and livestock base of the settlement.


    * * *

    Well, guys, thanks for your support, patience and rooting for us over our long journey.

    Your support is the wind in our development sails. Now, let’s focus on the last leg of development!


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