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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.
Yes ! In fact if you leave a conversation several times you get different exit and re-entry dialogue.
Wow ! it is great to see you updating this wonderful game. And the new visuals look wonderful.
Wow ! The crisp outlines, clean textures and just a hint of softening fog look beautiful.
Also congratulations for Indiegame Mega booth.
Thank you ! I guess we are finally getting used to circumventing Sketchup's texture mapping limitations.
The lightmaps are still very much a work in progress, somehow a bunch of the point lights ended up creating an extremely flat and reductive coloration.
Wow ! Your restrained use of color is wonderfully suited to such bizarre abstracted forms.
Have been following your wonderful art for this game on tumblr, welcome to IndieDB !
ah ! security camera !
I saw the smaller version of the image and thought it to be a wall lamp, with a white hexagonal hood. The camera is great too, but now I have a picture of the initial lamp stuck in my head, which I can't get rid off !
Thank you. Glad you enjoy the art style !
Thank you ! Our surreal spaces work in tandem with our equally bizarre game systems and story.
Indeed ! The mesh itself needs quiet a bit of work and some proper detailing, but this was to test the viability of bringing in such an odd object especially at a such a strange scale.
The new screens and gifs look really wonderful.
There is always new content on your Devblog even after the shortest of intervals, you certainly seem to be building your game at light speed ( no wonder you call it relativity ! )
Good Luck with the demo.
Thank you, for a peek into the process of creating your wonderful art !
Thank you. We appreciate your wonderful comment ! And we are really glad you like the game.
the lamp is a nice incongruous addition !
We are still treading water, with regards to our understanding of stealth. But it is wonderful to know that our ramblings might trigger a reciprocal response with others building games.
Thank you for reading through the article and your continued interest in our work.
Thank you.We really appreciate you continued interest in our work !
We have been grappling with the role of stealth in our game world and how creating stealth specific game worlds would affect storytelling capabilities, and the article above is a rough outline of some of our conclusions. I will be posting some detailed examples, and some videos from the build as we prototype further.
Glad you like the art, for this environment. We are still experimenting with the scale and the pointy-ness of the arches and the major volume blocks in general. But should be able to detail some portions of the space soon.
Thank you !
Wonderful news !
Both the in game screens and art for the game are incredible, and they reveal what appears to be a meticulously planned Campaign.
Looking forward to your Kickstarter (and the Demo). Good Luck !
These surreal landscapes, are incredible ! Great work.
A repetitive use of formal elements is particular to spaces, engineered to create awe or a sense of worship.
And while this environment is not quiet based on a church, it is based on the geometry of shrines, from pre-Mughal architecture.
Though again the scale in our case is deliberately diminished to make the inside spaces seem trivial and not splendid.