I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
Interesting! How on Earth do you develop PSP/Vita games? Do they have a software development kit? That's awesome and good luck!
Tracking this game now!
What ideas? Concussion grenades are already in use and as much scifi as a Diesel car. Maybe you wanted to say "designs"?
That's an even cooler view than the top-down picture. I think, next time I have to design a sci-fi building I'll look at some ship bones, first. It's very inspiring.
It just seems to me with all the subsequent text explanation, simple tasks such as opening a door are delayed a lot. I realize this is not gonna happen later, once you performed the actions in the tutorial, but some people might have already given up by then. Especially in a tutorial it is beneficial to keep explanations to a minimum and stretch them over some period of time.
About the shots. You actually use the "right" shots, but sometimes the cameras are at odd angles, other times the shots are a mixture of two shots or rarely used shots (like the Dutch Tilt). I suggest checking out the difference between Zoom and Dolly and when it is preferable to use either of the two.
I made a description of how I experienced the different shots.
1.1 Overhead: fine
1.2 Close Up - character cut out of the picture, top of the head cut off. Confusion, because this could almost be the Dragon's POV. Why the overhead shot?
1.3 POV - usually a good way to see what a character sees - but it's long and zoomed (one thing eyes don't do is zoom)
1.4 Close Up (same as 1.2)
1.5 Medium Shot/ Dutch Tilt - unusual, because the Tilt usually indicated tension and eerieness; also we come to this shot after a POV of the same ~ confusing
1.6 Close Up (same as 1.2)
1.7 Medium Shot, Dutch Tilt
1.8 Close Up (...)
1.9 Medium Shot, Dutch Tilt
2.0 Close Up (...)
2.1 Close Up (on the Dragon) fine
2.2 Full Shot of the Dragon (usually you go the other way: full shot then medium shot/close up) -> this camera is too static for the action; should be a sequence of shots, instead.
2.3 Close Up - first time this is a "real" close up without cutaways; fine
2.4 POV; fine
2.5 Close Up; fine
2.6 Full Shot - too static for the action/remote
2.7 Close up; fine
If you cut off characters in a Close-Up, it becomes an Extreme Close Up - used to emphasize on the emotion of a character, especially on the eyes. It's a rare shot (e.g. used in Westerns/duels).
I think with a game like this (where immersion counts) VR can be very interesting. What you have done there on your own is pretty cool! Good work and thanks for taking feedback constructively and always making the game better.
Hooked? Is he on heroine or something?
Isn't the movie "Damnation Alley" the one that his the infamous cockroach scene? I remember being scared like **** after watching that scene/movie as a kid. Never liked roaches much anyway. I guess by todays standards it is cheap and cheesy, but I think I liked some of the vehicle designs at least.
Strange that Zelazny had such early films while one of the guys who he worked with was ****-poor and had his first movie released posthumous. It was Blade Runner, by P.K. ****. I always wanted to read the book they wrote together and all of that came flashing back when I read your article. Congrats on the KS, too!
Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)
I like the conversation system though I'd look up some conventional framing methods (like full shot and close-up). It seems like you could get better angles on those characters for presentation.
I'd prefer a more visual explanation, because reading in games is always tedious, even if it just involves learning the control scheme. Just an image of the item and explanation of which functions are key mapped would suffice; more importantly those functions have to be available through either the main menu or a command key, so you can toggle them through or look them up again easily.
There is also some information that could be abbreviated. Unless there is reason to state that something isn't going to happen, e.g. the player will naturally assume that he gets off ladders automatically. In other words: if he had to press a key in order to that I'd state it, if not he'll figure out. Generally, give your players enough freedom and not too much dialog or your game character will come across as some kind of a crazy who talks to himself on every occasion. I know that is a kind of classic adventure mechanic, but it only works with certain kinds of characters and settings. Sometimes a little less talk means more atmosphere and more visual storytelling.
The materials look a bit too dull and the the same overall. I guess this was to some extend inspired by Elysium style grenades? I think the materiality should be more explicitly "metal" (see video link).
Even if you add just a few parts of blank metal and different material definitions, it would add a great deal of realism. This is a good example:
Kinda looks like Battlestar Galactica. Pretty cool spaceship you got yourself there ^^!
I really liked Underhell, it was a rare blend of good horror and metaphysical story. Glad to see it helped you score a job, too! How did that happen though? Did other devs approach you, or did you actively try to find a position after releasing Underhell Prologue?
So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.
That isn't the biggest mistake you could have made, but it's good you made the change! I recently updated my project files for my game prototype from our Server and realized I had forgotten to make a submit to Perforce, the last couple of days. So I received all the old files and my progress of half a week was overwritten. Yes, making games is partly so frustrating, because there is nobody else to blame when we do something stupid ;)
Oh yes, my bad. I wanted to write tilted there, but left out a "t". I blame my Microsoft Keyboard, which needs to be hit like a hammer hits an anvil in order to produce a letter on screen.
...at least I get strong hands out of it ^^
Well, what does a poop do, except lie around and stink? I pretty much do that in real life, so I'm already living the simulation ^^
Hahah, I love that the other guy confused tilted with tiled. My comment must have made no sense to him at all.
Thanks for the info. I thought this might be the case, kinda like how roads have a "bow", in order to let water pass to the sides. And that is also rarely done in video games, though it looks much more accurate.
That must be a pain though, having to rotate everything to an exact tilt angle, so it looks grounded in those areas. Very interesting detail, good explanation, too. You are kinda my go-to guy now, when it comes to explaining ships ^^
I donated to this project last year and was kinda thinking it died afterwards. It's good to see you are still doing the work, and I encourage other people to send you a couple of bucks as some kind of recognition for the great work done here!
Why is the mail thingy tilted? Were the floors tiled or is it just a coincidence, or did you model that thing with a tilt in it? Looks nice though!
Ah c'mon, put some upside down, just for the laughs ;)
This is a pretty cool game. Keep up your great work!
The interface looks alright. I'd separate it though into one resource window and one stats window. So you can see on one HUD enemies killed, health, etc. and on another all your (camp) resources. Fog and snow, etc, should be in an options menu, imo.
What I'd like, would be a tracker to keep trace of time. Maybe there could be some makeshift calendars. Either by drawing a mark every new day (like in a prison), or by finding actual calendars that will work automatically.
As for the fire - it looks a bit extreme, like pressurized gas is shooting from the ground.
"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."
The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^
sure looks good for iOS. Nice lowpoly car models, too.
Nicely done! It's a much faster game than I anticipated. Only thing visually that I'd like would be if the sword trace was actually white, instead of black.
Well, every profession has its own vocabulary or even just special ways to use common terms. It seems like a lot of terminology in ship-making derives from French vocabulary. I guess they established the terms first. It still puzzle me that "Mayday" for example comes from the French M'aidez, which apparently was misunderstood by English sailors or translated into "Mayday".
That's good to hear, because since the video came out, I stopped liking this one. It looks like it was made by 14 year olds for 13 year olds. Not technically speaking, but from the way the scary stuff from KF is now 'below the top' ridicule. I could have lived better with "over the top", but that would have been a big departure from the KF standard and perhaps a different game.
looking good. I remember this station and it is a pretty cool thing.
Why is this called bow? I always wonder about the names on ships. The thing I wonder about the most is the "poopdeck". It seems like this is the deck on the back of a ship. I wonder if it is called like that, because people poop there. Seriously, I do :)
Looks very good man, but with GI these pitch black areas would light up, too. It would be awesome if you could get it to work with the engine, but if it is too much a hassle, do it with the next project.
Darn cool mechanics and features!