Low: Depths of Knossos is a first person action adventure, with completely procedural levels. Based in part on popular Rogue-likes, Low puts you in place of Theseus as he hunts the Minotaur downward through the dark Labyrinths of Crete. Low features procedural crypts, temples, palaces and caves, increasingly giant mythical creatures, unique and ghastly perma-deaths, and the ever-present threat, the Minotaur himself.
This last week has been many details as I try to polish some of the uglier corners of the labyrinth. Most importantly was an overhaul of GUI and a massive simplification of menu design.
This main menu has a cinematic feel now; a little more like you are entering a 70′s film than a game. Could go further and add film streaks and grain, but perhaps that would be a little heavy handed/cliche for this project.
‘Low’ began with a “level-up” system; I quickly removed it in interest of simplicity and realism… Now that the game is stronger and playable for longer, I really missed the satisfaction of gaining XP, making a character better as you go… So it’s back. The two increasing scores are now “Experience” and “Knowledge”. Experience (or XP as the kids are calling it) is gained in combat and survival. These points can be divided when earned into 7 skills, tentatively labeled Strength, Speed, Dexterity, Stealth, Steady-hand, Learning, and Sight. Knowledge is gained by collecting books, scrolls and artifacts. You can divide earned knowledge points into “God-Powers”. These are abilities given by selected deities… for example, “Apollo’s Light Arrow”, an arrow that ignites and lights.
And, of course, 3d modeling and texturing takes a long, long time. Can’t show you that pretty stuff, yet.Heard the new Daft Punk album and thought it stunk. Slept on it. Woke up with album in my head, liked it. Slept on it. Final assessment: It’s good; but only compared to other major-label releases recently. Can’t help but feel that if it was released in the era(s) that it emulates (70s or early 80s) it might not have stood out as it does now. Dunno. I’m no critic. Love those costumes for sure. Next week, more.
Latest tweets from @dirigo_games
New demo is very close. The visual quality of this game is x10 that of 'Knossos'... and the music ain't half bad either. toot toot
12hours 44mins ago
Great advice from Will Eisner on visual character development. What a smart guy T.co
Mar 3 2015, 1:22am
Feb 12 2015, 1:34pm
Phantom Buffalo still practices regularly, we've got a really cool project in the works. Tell your mom
Feb 11 2015, 1:31pm
Feb 11 2015, 12:59pm
@PawelBlaszczak The Dying Light soundtrack is amazing. Great mix of old and new. I love it
Feb 8 2015, 7:29pm
@DontFightDucks Yeah! It was a huge jump. I remember calling it 'photo-realistic' at the time :)
Feb 5 2015, 11:55pm
Saw Far Cry demoed at SXSW 2004 (just a jeep on a beach) and still remember that virtual scene more clearly than most of the music venues
Feb 5 2015, 9:42pm
Demoed the new game for Phantom Buffalo last night. They liked it a lot. Fun to see Tim squirm in his chair as he played. More soon.
Feb 1 2015, 3:08pm
@kittyhorrorshow Hey, thanks so much. The post/blog you wrote about it was really nice, cheered me up during some bad reviews :)
Jan 12 2015, 3:24pm