ecdryere Posted October 3, 2012 Report Posted October 3, 2012 Hello everyone, My name is Enrique. For the last 5 years, my brother and I have been developing a very Subspace-like game, and we're happy to announce that we can finally offer you a demo on our website: www.ringrunner.net. Our initial inspiration actually came from Mythic Entertainment's old AOL game: Silent Death Online, which some of you might remember. In addition to our 20-hour-long story-driven campaign. The game will feature 4v4 base battles. 3v3 or 4v4 deathmatch. And a Wave Mode that can be played cooperatively with up to 4 players. There're even hulls that allow for local coop, with one player piloting while the other controls a freely-rotating turret. There are over 65 playable hulls that can be customized with any of the game's over 300 abilities. Each hull is a unique template that offers new possibilities for customization. So aside from flashy graphics, what is Ring Runner bringing to the competitive space-shooter? A wealth of new and exciting abilities. You'll be able to summon comets, call in cruiser strikes, perform all sorts of acrobatics, cloak, grab and throw your opponents, drill into their hulls with mining rigs, create rings of decoys, slow time, and much much more. You can find out more about all these skills in the Archetype section of our site. Ring Runner has been a passion project for me and my brother for the past five years. We've made a game that we really enjoy, but we're very interested in what you, the diehard fans of competitive space shooters, have to say. We invite you to come give our demo a try, and look forward to your insightful feedback. Thanks for reading!-Enrique http://i41.servimg.com/u/f41/17/31/44/64/ring_r11.jpg Quote
spidernl Posted October 3, 2012 Report Posted October 3, 2012 (edited) Looks interesting, but I wouldn't call it "very" subspace-like. It's 2d, it's in space, and it's a shooter. That's where the similarities end. Not that it doesn't look fun, mind you. Although the gameplay looks sort of confusing to me - but I'm assuming it's a lot less confusing when you're playing it, rather than watching a trailer. I dislike the lines on screen a tad, too. Sure, they might help with aiming, but they're also rather.. in-your-face. Edited October 3, 2012 by spidernl Quote
Arry Posted October 4, 2012 Report Posted October 4, 2012 (edited) ecdryere Member Since Yesterday, 04:36 AM Thanks for letting us steal all the features of your game, when we upgrade the original you may have stole off of in the first place. Edited October 4, 2012 by Arry Quote
Lone Outlaw Posted October 5, 2012 Report Posted October 5, 2012 (edited) It's about time people give subspace/continuum a rest, and progress toward something new. As Ethynol would say 'Horrible Zone' when talking of Chaos zone. i think there is a new reality that people in denial should accept, if they actually want to improve anything. 'Horrible Game.' Some people who are making new continuum clients have already accepted this. Some people like Hoch or Polix, have realized a game isn't worth their livelihood. Especially one lacking updates for 6 years. Edited October 5, 2012 by Lone Outlaw Quote
spidernl Posted October 5, 2012 Report Posted October 5, 2012 (edited) I played the demo (which is pretty damn long - haven't finished it so far), pretty good stuff I'll admit. Fun to see how Subspace skills carried over: I played on the second hardest difficulty, and still got the "Why don't you die?" achievement in one of the earlier levels . I'm still not sure I like the targeting lines, although I guess they're necessary on the smaller ships to really see where you're aiming. I find it makes aiming quicker projectiles a bit too easy, though. You just overlap the lines and voila. Anyhow, well done. I've played around with an XNA 2d spaceship game for a bit myself, too, and it's fun to see one this far into development. Not sure just how relevant this is to Subspace, though. Let's be honest, it's a whole different game. Much more RPG-like, much less "The community can create entirely different games using configurations, bots, modules and whatnot" which in my opinion defines Continuum right now, and which is what I'd put focus on for a true Subspace sequel: modular client, modular server, highly customizable gameplay. Nevertheless it's an interesting game. Put it on Steam and I might just buy it. Edited October 5, 2012 by spidernl Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.