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Compared to our previous environments, we are scaling back on the number of lights we use. This is smaller space, and in trying to create sharp contrasts, we are using very few spotlights isolating bits of the environment in conical penumbras.
Thank you ! Glad you like it.
Wow ! That was really fun to watch. Thank you !
The jump through the walls in the second environment is a spectacular exploit, never realized you could do that, also using the cubes to climb through the roof is great.
We are working on a larger and more intricate build at the moment will be sure to send you a copy.
Thanks again for the video.
p.s : you can move faster while crouching is you scroll up ( mouse scroll ) a little.
Hah ha ! Glad you like the wallpapers, but trust me you do not want them in your house since they are rather prone to mildew !
The game looks really beautiful - Good luck with your Kickstarter !
Congratulations on being Greenlit ! The games looks increasingly more complex and wonderful.
Thank you ! Sketchup is surprisingly versatile especially is you volume block more than work through vertices. Add to that some hand painted textures and simple lights and voila !
Yes I just took a look at the Unity5 feature preview - wow ! Really looking forward to many of the upgrades, that will come with the new version.
The audio editor as you mention should certainly help ( given our limited expertise with sound ) but most of all I am looking forward to a streamlined animation pipeline.
Yes indeed. We have been meaning to look into Shaders and the visuals that we might thus create - Though as you say they are weird to program !. And we are using the indie version of Unity, so no filter effects for now.
Thank you ! Yes a bulk of the environment is created using very simple geometry but as you point out the details are it's use and rendition. I am still a little disappointed withe colors and the sharp lights, but this is only the first lightmap - should improve subsequently.
Beautiful indeed ! I do like the glowing cape / Sash hanging behind the character - makes the person look rather magical and mystic.
Thank you. This was an early draft, so we will shown some more weird uses of the mechanic soon !
Thank you !
Thank you ! With the new movement mechanic it made sense to first experiment with simpler geometry before introducing time specific architectural elements into the build. Glad to know it has turned out well !
Thank you. Really glad you like the new character. We are rather lousy at crafting and animating humans, but this version ought to suffice for now.
The mechanic itself is also rather promising and we are now experimenting with it's implications on movement during stealth.
It is wonderful to see, that what started out as movement across a planar surface getting furrowed, has now become so three dimensional.
Hello ! We have been following your game's development for a while now. And a tie in with a publisher sounds like an interesting way to garner support for the game's creation. ( Good Luck ! )
This might sound naive but as rather new independent developers we would love to know, how does one find publishers ? Meaning whom do you contact, and how do you go about it ?
Beautiful ! Love the glowing cracks on the floor.
Thanks ! Work in progress of course, and there still two more people I am yet to draw.
Thank you for your kind words. It is great to know that our art for the game world is appreciated !
It is a lot of fun to crowd out low ploy art with intricate detail or clutter some textures while keeping the rest minimal. It is still an art style we are grappling with but it certainly yields interesting and often surprising results !
Yes the boulders definitely need a bit of reworking ! I will certainly be cleaning up the geometry as we build further into the level. Nonetheless, glad you like the game environment so far.
Thank you, Really glad you like the art. The boulders are not rubble, I was trying to bleed the outside terrain into the room and continued the boulders that were found outside right onto the floor. Guess I will have to make them a little more distinct !
Thank you ! The a form derives heavily from Indo Saracenic Revival architecture, which in turn is a an amalgamation of Persian architecture and Indian styles. Thus the middle eastern influence.
We are planing on a releasing an alpha build in about three weeks. Really glad you like the game and it's aesthetic so far ! Thanks.
Wow ! the colors and sense of atmospheric menace is superb in these screens from what seems to be a new portion within the game.
Reminds me I really need tot try the newer build !
Thank you @Borzi and @Black_gargua. Really glad you like the art style !
While we are still in early development, and haven't really given much though to system requirements. But a dual core processor and a video card with Dx9.0c should do the trick.
We will test and publish a more detailed 'system requirements', when we releases our next build at the end of this month.