We happy few.

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Old men forget; yet all shall be forgot

But he’ll remember with advantages

What feats he did that day. Then shall our names,

Familiar in his mouth as household words,

Harry the King, Bedford and Exeter,

Warwick and Talbot, Salisbury and Gloucester,

Be in their flowing cups freshly remembered.

This story shall the good man teach his son,

And Crispin Crispian shall ne'er go by,

From this day to the ending of the world,

But we in it shall be rememberèd—

We few, we happy few, we band of brothers;

For he today that sheds his blood with me

Shall be my brother; be he ne'er so vile,

This day shall gentle his condition;

And gentlemen in England now abed

Shall think themselves accursed they were not here,

And hold their manhoods cheap whiles any speaks

That fought with us upon Saint Crispin’s day.


Henry V - Act 4, Scene 3
 
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Kickstarter date
The biggest news of the week is that we have finally got a date for our Kickstarter campaign. It’s going to kick off on...
*drumroll*
June 4th!

The entire team is currently working hard preparing the Kickstarter, and we are both very excited and nervous about it. We received a lot of great feedback and ideas, and we have worked a number of them into our campaign. We also have a couple of surprises that we hope you’ll like… so stayed tuned :)

However, as you may know, the first day of a Kickstarter is pretty important. If you’re feeling generous, please tell your mum about us. Because then she’ll tell everyone, because mums are cool.
 
Soldato
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They kinda lost me when they said this was going to be procedurally generated, that means there's only going to be a theme/world with probably little to no back story other than "avoid detection, live as long as you can, collect hats".
 
Caporegime
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Very interesting, though for my tastes I think this might be something that I'd enjoy more in a film or book, but we'll see.

It reminded me of The Prisoner, Brave New World and as someone else said, Bioshock. :)
 
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VinceCompulsion: Joy does some visual effects and will affect how NPCs perceive you, also some devices can detect if you are on Joy or not.

VinceCompulsion: Scarfino: we will not show anything at E3 but there will be some people from our studio attending.

VinceCompulsion: There will be shelters in each area that you can teleport to the other shelters you discovered and stash your stuff and craft

VinceCompulsion: We are aiming for a 3-4 hours playthrough

RemiCompulsion: the way it actually works is that if you Die, you die and start over, but if you OverDose/Take too much Joy, you will wake up in your shelter and keep everything you have crafted so far and loose a day.

VinceCompulsion: You will be able to save a game and come back to it later, but your game will be lost when you die!

My Question: Can you craft a low dose of joy? Or is joy only available from the telephone booths?
Answer: A lot of things contains joy, but in the wastes, its a lot harder to find
Question: If NPC's lose line of sight do they stop chasing you? As you got away quite easily.
Answer: They do chase you for a time but they will stop after they lost line of sight after a while

Question:Are there any downer traps in the open world beside those in houses? Also will there be Road names as the Streets look the same, makes navigation hard otherwise.
Answer: I did have a bridge scenario where there was some but it didn't make it in the build. we are looking to revamp that system up too.
Caster: Awesome idea we're looking into the system and Road names are something we are looking to implement.

Question: Will there be dynamic weather since it always rains in Britain.
Caster Answer: Rain is something we're looking to add.

Question: Lock picking is too easy, will it be revamped to something similar to Dying Light where picks break and requires some patience (more of a challenge)?
Caster Answer: We're looking to making it more skill based in future builds

Question: Is there a trading system where you can sell items in booths to purchase Bobby, Weater clothing to blend into the environment?
Caster Answer: Good idea, something we can look into

Question: Will Night time more intimidating?
Caster Answer: The environment at night is more challenging. There is more bobby presence, people are at home so breaking into houses is harder.

Question: Will there be ballistic weapons?
Caster Answer: No, but we're looking to add other non mele weapons that we can't talk about right now.

Question: Do weapons have infinite health?
Caster Answer: No they are destructable

Question: Will you add animations when taking Joy, drinking from wells, eating food? Also will there be parkour movement when vaulting over objects making it more skill based whilst keeping stamina high?
Caster Answer: Parkour is something we're looking into but there needs to be a balance. All other animations will be added to the game.


- NPC's have different abilities.
- 1964 is the era
- Stealth takedowns
- Moving corpses will serve a purpose in later builds.
 
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Any sign of a story, or is it another Sir you are being hunted?

CamilleCompulsion: There will be a story, yeah, though we're keeping that under wraps until the launch to keep the surprise. :)

To answer your question about how a story can work in a roguelike: we have cutscenes. They contain clues to where the next cutscene is. You'll have to seek that cutscene out. You may have to do a bit of exploring to find it.
 
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Hello Fellow Downers, lovely day for it!

5 days into our Kickstarter and we are almost at 50% (49% to be precise)!

That is FANTASTIC! Thank you! And thank you Kickstarter staff for picking us as a Staff Pick in under an hour!

We’ve been doing our best to get the word out about We Happy Few. We did a reddit AMA, and we’ve done our best to answer all of your questions here, on our forums, and on social media. But we still have a hair over 50% to go, so we need to get the page in front of as many people as we possibly can.

So, we would love it if you could share the page on your social media of choice (thanks Dean & Kate!). Please tell your friends, your mum, even your dentist (yes, the grumpy old one you think doesn’t play games; turns out, he’s a huge FTL freak). And anyone else that you think might dig this game. Plus, if we can get 100% quickly, then we might have a real chance of getting some of our stretch goals.

Procedural narrative

We’ve had a heap of questions asking, “But how can there be a real story in a procedurally generated world?!” Well, our Narrative Director Alex has written a blog post about it:

On our Kickstarter we've been getting a lot of questions about the sort of narrative we'll have -- the sort of narrative we can have in a procedurally generated world. We Happy Few is a roguelike, which means that each time you die -- and you will, a lot, at least till you get the hang of it -- we will generate an entirely new world for you. What a traditional narrative in a procedural world means for us is: there are scenes out there for you to discover. But you have to go out and discover them.
 
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