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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by Pepisolo on Yesterday at 10:12:41 PM »
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I liked the trailer. But I think it needs to end on an explosion, if you want to go full Bay with voiceover.

I think I will try to beef up the penultimate shot, although I'm not sure about an explosion, but maybe!

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One more note, I wonder if it's worth a second video that recalls the first game? Just to show the upgrade and maybe reference the wild popularity of the first game. I don't know if that works or not, as far as marketing, if you want to remind folks of the pedigree here.

I was actually thinking that a GIF might be good showing the evolution from Classic to AI War 2. Perhaps something like that to post on reddit, although I'm not really sure how to make that work at the moment. A video might also be good, I think.
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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by Cyborg on Yesterday at 10:03:57 PM »
I liked the trailer. But I think it needs to end on an explosion, if you want to go full Bay with voiceover.

One more note, I wonder if it's worth a second video that recalls the first game? Just to show the upgrade and maybe reference the wild popularity of the first game. I don't know if that works or not, as far as marketing, if you want to remind folks of the pedigree here.
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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by Pepisolo on Yesterday at 09:14:21 PM »
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I quite like most of it. Feel like the AI Overlord could've made an ominous appearance somewhere near the end? Not sure. Not at all experienced or likely good at this.

Maybe...before the final bit saying "Coming October 2018", do a kind of fade in, fade out of it facing head on. The AI wasn't portrayed very menacingly I feel. Or perhaps after, since the music was timed very well there.

Perhaps the penultimate scene could be replaced by one featuring an AI Overlord or just a generally more threatening scene. If you could get me some interesting save games to use, I can try to capture something new.

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For the turret scene at...22s in, wonder if a nice big Fortress would be good. I may increase the size of them to make them feel more appropriate that way, so if you want to do that I can fast track that in. (This is in now. Fairly massive compared to turrets).

These are somewhat minor though, overall I like it. Probably not worth really changing it. I can try to rush some battles with Golems and Dire Guardians in - I know you asked for that, though.

I'm not sure. If any have any interesting ideas and save games I can try different scene variants.

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As we get more graphics for the ships in, hopefully we can upgrade some of those scenes.  A number of them still feel very dark, and I'd be happy to take replacement footage that you can splice in.  All of the scenes that are just planet backgrounds, and some of the scenes with ships, are perfectly fine, though.

That's certainly a possibility, depending on when those new ships are integrated, although time is running out for that, I think.

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It does feel like it lacks some punch in the audio department, probably because we don't have a voiceover in there.  We should probably add one, unless people think not.  Epic male voice this time, I think.  I have a few actors in mind that could work well for this. Eric Hollaway comes to mind as the first one for an American voice, or there are a variety of folks with british accents.

Yeah, a high quality voice actor would improve the trailer, I think.

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It is generally not a good idea to show stuff from the menu or stuff like direct player interactions in the trailer. These feel out of place in a cinematic trailer and are only recommended in gameplay trailer (which this one isn't).

Actually, this is where things get strange because this actually was intended to be a mostly gameplay trailer. That's why those early inter-titles especially describe potential gameplay actions as well as progressing the narrative. Build Your Defenses. Mobilize Your Forces etc. The big problem is that it's turned out that I can't really show any UI since that isn't going to be ready by the time the trailer needs to go the press. So, maybe the style of the trailer has become a little mixed, although ideally I'd prefer it to be mostly a gameplay trailer.

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1.) At around 0:25 you can see the player selecting multiple ships and directiing them to move. This feels out of place because we don't see anything like that... anywhere in the game. Just show the ships moving, don't show the selection retangle or the mouse cursor.

This is due to the aforementioned style of the trailer originally being a gameplay trailer. This shot originally had a full UI.

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2.) We see a glimpse of the selection menu for the Arks in the player profile screen acompanied with the text "They believe you are insignificant". I think this shall showcase that the player can customize his commander but the whole menu, which is the only one shown in the trailer, feels out of place. Simply show the different commanders and/or Arks. No menu at all.

Again, this relates to the trailer originally intending to be comprised of gameplay shots. Perhaps it's at the stage where I should just drop any of the original concepts for the trailer, since it seems to have morphed into a more cinematic trailer.

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The shown menu in case 2 is a special case because it is flooded with text and stuff the player has no idea about. If the player wants to understand what this even is, he most likely would have to pause the video, ruining the flow of the trailer. Maybe this is just my own opinion but from my ffeling this is not good for a cinematic trailer. This works well in gameplay trailers where you don't want to show how flashy the game looks but what the gameplay is mostly about and how everything works.
There is a reason why big developers make two types of trailers for their release

Again, heh, this is related to the whole "it was meant to be a gameplay trailer...but no GUI...drat!" problem. :)

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Actually, I really agree with both those points.  The selection circle one is one of the ones that bugs me a ton that I wanted to get new footage of myself, because you can't see the feedback of the unit even being selected since the gui is turned off.

And on the screen with the commanders and Arks, that's going to be replaced pretty heavily in general, with you only choosing Arks in the lobby anyhow.  So I agree that showing a couple of Arks there would be good.

So it seems like I should perhaps more fully embrace the evolution of the trailer from a gameplay one to a more cinematic one? This is a bit of a shame as it's not really what was originally intended at all, but it should still work out.

Thanks for the feedback, everyone.
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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by x4000 on Yesterday at 08:33:27 PM »
Actually, I really agree with both those points.  The selection circle one is one of the ones that bugs me a ton that I wanted to get new footage of myself, because you can't see the feedback of the unit even being selected since the gui is turned off.

And on the screen with the commanders and Arks, that's going to be replaced pretty heavily in general, with you only choosing Arks in the lobby anyhow.  So I agree that showing a couple of Arks there would be good.
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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by TheVampire100 on Yesterday at 08:28:37 PM »
There are two things that I don't like in this trailer.
It is generally not a good idea to show stuff from the menu or stuff like direct player interactions in the trailer. These feel out of place in a cinematic trailer and are only recommended in gameplay trailer (which this one isn't).
So here are the two things:

1.) At around 0:25 you can see the player selecting multiple ships and directiing them to move. This feels out of place because we don't see anything like that... anywhere in the game. Just show the ships moving, don't show the selection retangle or the mouse cursor.

2.) We see a glimpse of the selection menu for the Arks in the player profile screen acompanied with the text "They believe you are insignificant". I think this shall showcase that the player can customize his commander but the whole menu, which is the only one shown in the trailer, feels out of place. Simply show the different commanders and/or Arks. No menu at all.

The shown menu in case 2 is a special case because it is flooded with text and stuff the player has no idea about. If the player wants to understand what this even is, he most likely would have to pause the video, ruining the flow of the trailer. Maybe this is just my own opinion but from my ffeling this is not good for a cinematic trailer. This works well in gameplay trailers where you don't want to show how flashy the game looks but what the gameplay is mostly about and how everything works.
There is a reason why big developers make two types of trailers for their release.

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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by x4000 on Yesterday at 08:19:04 PM »
As we get more graphics for the ships in, hopefully we can upgrade some of those scenes.  A number of them still feel very dark, and I'd be happy to take replacement footage that you can splice in.  All of the scenes that are just planet backgrounds, and some of the scenes with ships, are perfectly fine, though.

It does feel like it lacks some punch in the audio department, probably because we don't have a voiceover in there.  We should probably add one, unless people think not.  Epic male voice this time, I think.  I have a few actors in mind that could work well for this. Eric Hollaway comes to mind as the first one for an American voice, or there are a variety of folks with british accents.
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AI War II / Re: AI War 2 Launch Trailer (feedback requested)
« Last post by RocketAssistedPuffin on Yesterday at 07:32:38 PM »
I quite like most of it. Feel like the AI Overlord could've made an ominous appearance somewhere near the end? Not sure. Not at all experienced or likely good at this.

Maybe...before the final bit saying "Coming October 2018", do a kind of fade in, fade out of it facing head on. The AI wasn't portrayed very menacingly I feel. Or perhaps after, since the music was timed very well there.

For the turret scene at...22s in, wonder if a nice big Fortress would be good. I may increase the size of them to make them feel more appropriate that way, so if you want to do that I can fast track that in. (This is in now. Fairly massive compared to turrets).

These are somewhat minor though, overall I like it. Probably not worth really changing it. I can try to rush some battles with Golems and Dire Guardians in - I know you asked for that, though.
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AI War II / AI War 2 Launch Trailer (feedback requested)
« Last post by Pepisolo on Yesterday at 06:31:01 PM »
Hey everybody

So, here's the latest cut of the AI War 2 Early Access launch trailer. If you're on Discord you might have already seen a pretty advanced cut of this.

https://www.dropbox.com/s/qvr4luomgfzscv0/AI%20War%202%20Nearly%20Complete%20Trailer.mp4?dl=0

Just download it, watch, and provide feedback if you have any. Cheers!

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AI War II / Re: AI War 2 v0.773 Released! "Terrorized By An Infinite Loop"
« Last post by x4000 on September 19, 2018, 07:21:22 PM »
Cheers. :)
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AI War II / Re: AI War 2 v0.773 Released! "Terrorized By An Infinite Loop"
« Last post by chemical_art on September 19, 2018, 06:02:41 PM »
Keep it up Chris, the smoke will clear one day  :)
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