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wes

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wes last won the day on June 21

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About wes

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  • Birthday 07/29/1979

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  1. Obviously, we can’t put these in the game as they are considered “New Content”. Either way, I wanted to share. Not to rub salt in the wound, but to show some of the art that we wanted to add in. We had been working on content for the “collectibles” that can be found in game. Some are familiar with the Pamela and Tommy Tapes within Friday the 13th: The Game. We were going to add photos to that system. In these photos (found around in drawers, etc.) the subjects were going to focus on a young Pamela and young Jason. I wasn’t sure about doing this at first. Not about adding to the collectibles, more about the subject and theme of the photos. I was afraid that by showing these that we would be humanizing Jason too much. But the more I discussed this idea and the further into concepts we got with Rachael, the illustrator we were working with, the more I wanted to do it. The idea here was to shed some light on the life of Pamela and Jason before the events of the first film. Back when Pamela worked at the diner and was then asked by the Christy family to come work at the camp. I was also interested in digging a little deeper into what life was like for a younger, more innocent Jason. Again, this is a delicate subject. So I used as much care as I could. We came up with a series of photos, and below are two of my favorites. The first shows a younger Pamela. Jason would have only been an infant at this point. Pamela seems happy working at the diner. Perhaps for the first time in her life, that is, if you follow or accept some of the semi-canon out there about the abusive relationship Pamela was in previously. I thought this was important to show her in a stable state. It solidified her as a provider and good mother to Jason. I felt it also showed that her demeanor was pleasant and that folks in town probably liked her. Which brought more power to the character when she lost Jason and with him, her mind. It showed how far she fell when she snapped. All out of love for her son. The second photo is of a young Jason, perhaps around age 4-5. He is excited because it’s Halloween. I had the artist put him in a Frankenstein costume, as a slight nod to Part 6 and Tom McLoughlin, as his approach to that film was very much a “monster movie” from the golden days of cinema. And of course, J6 was reanimated by lightning, much like Frankenstein’s monster. I also had the artist add a cute little nod to “Forest Green” on the shirt. I also researched along with Rachael, the types of costumes that would have been available at the time. I think she did a great job nailing the look. Lastly, and maybe the most important aspect of this image, was that Halloween was probably Jason’s favorite time of the year. Jason was...mentally simple. Intellectually disabled, but still full of life. A life that was full of ridicule from other kids. He probably never felt like he fit in. But on Halloween, he got to pretend. Even with a disability, he understood that dressing up, putting on a mask, and hiding what he looked like, was empowering. On that night, he just got to be another kid, getting free candy. I thought about that a lot. Perhaps, and this is a stretch, he reached for a mask later in life as a way to cope with the loss of his mother. Perhaps it reminded him of a different time. Maybe that’s too deep, LOL. Either way, it was very interesting to me and I bet some fans out there may find it interesting too. -W
  2. I don't have rights to make a sequel.
  3. "Picking up where you left off" is what i'm saying is not possible. That's not how software development works. What will 2D, 3D, environment, character and prop artists do during that downtime? What will animators, musicians, and foley artists do? What about level designers, and technical/UI artists?
  4. I've seen some discussions here, on social, youtube, etc, that describe this situation as "shady" or that we are trying to weasel out of the game. Everyone is entitled to their opinion. But here's the thing... I love this franchise. I loved designing this game. I loved directing Kane in the motion capture. It was awesome working with him on kills that I knew fans would love. I loved working with 2D and 3D artists on characters, props, environments. I loved screensharing with the animation team when they took the aforementioned mo cap data, and started attaching data to the rig. Seeing the work we did in the motion capture studio a year prior, starting to come to life. I loved sitting with Manfredini, discussing music, stingers and stems that would later be connected to cinematic kills. To a creator, it's the holy grail to work on a subject that you love AND also have an audience that likes what you do. They like it so much, they give you money for it. That's the most amazing feeling, it's hard to describe. It's kinda euphoric. Not the money, that doesn't motivate me. It's the process and creative collaboration. The hard work and long hours to see something come to life. So when someone says "This is just an excuse for you to weasel out of this game." is dumbfounding to me. Why on earth would I want to stop doing the thing I love with my entire being? As a creator, why would I purposefully want to stop creating something that fulfills me more than anything I've ever done? If you have the opportunity in your life to do something you love, do it! Jump all over it with everything you have. Pour your soul into it and hold on as hard as you can. -W
  5. Hey Campers, Sorry for the silence as of recent. It’s been a tough couple weeks, as I’m sure you’re aware. But I wanted to address a few questions that I’ve had sent to me personally, as well as questions we’ve received through the official F13 channels. These questions vary but all have a similar tone/request. “Is there a chance of any content being added to the game if a ruling on the dispute occurs in the near future?” The answer is no. Development on games can’t just pause indefinitely and pick back up again; it doesn’t work that way. Especially when you have no idea when that future date will occur. We can’t keep building content that may never see the light of day. That’s bad business. I’ve also had questions about adding “non-F13” related content to the game. “Can’t you make a new level or a new counselor that has nothing to do with the films?” We can’t do that either. We can’t add any content, whatsoever. Nada. Not even a new tree or rock. We can only focus on console dedicated servers, bug fixes, and maintenance. I know this isn’t the news you wanted to hear and I wish the situation were different. But it’s the painful truth. I appreciate your passion and look forward to seeing everyone around camp. -W
  6. Campers, You may or may not have seen the press release circling around the internet about future content for Friday the 13th: The Game. We're still sorting through the pieces while trying to shove our hearts back into our chests. Once I have a clearer picture of what details I can discuss, I will. We CAN work on bugs, balance, performance, optimizations and of course dedicated servers. That's what ILLFONIC are doing as we speak. Sorry, I don't have more to share at this time, but I didn't want total silence on this topic. This really sucks. I need a drink. -W
  7. Known Bug List imminent. I or @ShiftySamurai will start a new thread.
  8. OK, I'm syncing back up with ILL, so I'll be away from forums for a bit. Talk soon. -W
  9. Yeah I get what you're saying for sure. We did make the decision on the engine update so we can get dedicated servers in. We went dark from a content perspective for nearly 3 months as we worked on this engine update. While not the same thing you're describing, but there were some "executive decisions" made. There are also intricacies with the license that tie us up too with regards to content. But as you'd expect, I can't really get into the details of that.
  10. I want to answer this question with every fiber of my body. But we have something up our sleeve. It's not directly related to retro jason, but kinda is. It will all make sense in the future. But I don't want to ruin it.
  11. No we don't list every single bug that was fixed. It would be a novel.
  12. Bugs you didn't see - I meant there were 400+ bugs that popped up from the engine upgrade that were fixed. Big issues. Game breaking, wholesale crashing, scaling, lighting, art, etc etc. The point I was trying to make was that the engine upgrade was a massive undertaking. It caused a mountain of bugs, that got squashed by the team. But some still slipped through. 15K players - What I was trying to say is that within QA, we can simulate heavy traffic and traffic with high ping rates. But it's a simulation, it's not the same thing as real people playing. Humans do weird stuff. They boot the game, minimize window or go back to dashboard, load ESPN, unplug controllers, replug in different controller, all while game is either loading or already loaded. They close the game, reopen it, over and over. Then once in game, they do unpredictable behaviors. Or perhaps several in a match have high ping, and they all do unexpected things. Behaviors that we never thought to test against. You think you've seen it all, and then you hear about a bug where if you pick up a med spray, drop it, while simultaneously disarming a trap while holding walk backwards, the player is now able to fly or can now walk through doors, etc, etc.
  13. Will do my best to address: Car rubberbanding - Yes this is known. It's a known issue across all UE games. If you're interested in why/how there's a lot of information on the UE forums. Not passing the buck, just saying that we know it's an issue, other UE multiplayer games know it's an issue, and everyone is looking for a fix. Rainbow FX - We only saw this a couple times during QA. And not at the extreme that it's now showing up in the live build. But engineers worked over the weekend trying to identify the issues. It's tied to our 3rd party dynamic lighting system and the new UE engine update. We've narrowed down the issue. Hoping for fix very soon. New Content - There have been hotfixes without content, but you are right, the major updates have new content. We want to get new stuff out to players, as there is a big demand for new this, or that. I personally get several tweets a day asking for a new Jason, new map, emotes, clothing, etc. So we're trying to keep everyone happy as much as possible. It's a juggling act, and we do end up dropping a few things on a consistent basis. -W
  14. This is true. I know this sounds very eye rolly, but it's the bugs you didn't see. The 400+ that were squashed before the update went live. And there are some that physically impossible to predict until the network is heavy. We can run network simulations where we set faux ping at a high rate, with high concurrents, but it's not the same thing as 15K players hitting everything at once. I'm not trying to make excuses, just trying to shed a little light on the process.
  15. Are you insinuating there have been zero results over the last year the game has been on the market? Seems little hyperbolic, no?
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