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!

Comment History  (60 - 90 of 3,131)
SinKing
SinKing @ Depth

There is something wrong with the lighting in this game. You have sharp shadows everywhere. Underwater you get soft shadows, nothing crisp like that.

Good karma+1 vote
SinKing
SinKing @ Steam, Tracks, Trouble & Riddles Chapter One

I don't have Episode 2. Is it required to play the mod (I thought most "mods" are standalone these days). I installed Source SDKBase 2013 SP, but your mod is not showing in my game list.

Good karma+1 vote
SinKing
SinKing @ Steam, Tracks, Trouble & Riddles Chapter One

So, I uninstalled Steam and also reinstalled my network driver, because that seemed to cause my game crashes. Everything works fine now, as far as my games are concerned. As far as your mod is concerned, it is still not showing up in my games list.

Could it have something to do with my language settings, perhaps? I didn't have any problems installing NMRIH or FOF, but your mod doesn't show up, no matter where I put its' folder. Shame, really, I'd like to see it.

Good karma+1 vote
SinKing
SinKing @ Steam, Tracks, Trouble & Riddles Chapter One

Thanks for confirming the mod works!

Of course I unpacked the whole folder into sourcemods. Didn't work for me. Like I said, I have a dozen other mods installed and all work. But Steam has been a bitch lately, crashing and generally not working for me, so maybe it's something with my Steam installation.

Good karma+1 vote
SinKing
SinKing @ Steam, Tracks, Trouble & Riddles Chapter One

I put it in the sourcemods folder first, then tried putting it in the common folder (where my other mods are located). Neither of them worked. Confirm a working installation, please.

I restarted Steam and this is about the 100th mod I install, so something must be wrong with your build. sorry.

Good karma+1 vote
SinKing
SinKing @ What is Nin? A proper introduction to the game

First time I see a project use the Sketchfab viewer. I think that's awesome! The game looks cute, too. Good job!

What's that thing on the end of the Grapple Jack (the "hook")? It seems so familiar to me, but I can't pin down where I saw this in real life and what it is used for.

Good karma+4 votes
SinKing
SinKing @ Run, Steve!!!

Steeeeeve, nooooo!

Maybe, they just wanna play ^^?

Good karma+6 votes
SinKing
SinKing @ Delay Notice

It looks awesome if you find it in a future space station floating near a nebula. As an asset it isn't a bad model (unlike the watch, for example). But the watch is a far more believable asset and fits the game world better than this sophisticated syringe. The last time I saw something like this syringe was in the movie "Edge of Tomorrow".

Good karma+1 vote
SinKing
SinKing @ Engine Change!

This is the first time I hear someone say Cryengine is "easy". Sure it has an amazing level editor and tools, but the shader workflow and the proprietary formats (require their own exporter + setup) for models is a pain in the ***, compared to Unity or Unreal 4. I wasn't happy with Cryengine, but I use Unreal 4, which is currently combining the good parts from Unity (simple importing, good tools) with graphics on level with Cryengine.

You might regret this switch, once you have to deal with Cry's mannequin system and the proprietary Crytif export (and the proprietary model exporter) needed to use their engine. I'm not a fan. I want to make stuff in Maya and get it into my engine of choice without using any bizarre formats and custom exporters. Also the Cryengine documentation is quite lacking. There are actually several versions of it for the different engine updates (which happen often, before they are properly documented).

Good karma+3 votes
SinKing
SinKing @ Son of Nor VIDEO Dev Diary #97 - BURY ENEMIES IN SAND!

Sand burial is a great addition. Good stuff!

Good karma+1 vote
SinKing
SinKing @ Delay Notice

Syringe made from metal? Hmmm, HMMMM?!! That thing looks like a flashlight, an engine piston and three metal spikes mashed together. It looks really sci-fi and doesn't fit with the rest of what I see. Was it made for the game or is that someone's model that you are re-using now?

I like how the watch displays the players. It doesn't really make sense, either, but it's a nice way to get rid of some HUD info and put it into an interactive device. Any plans to turn it even more into a "smart" watch? These things are really quite cool in real life and can help you survive,

Good karma+1 vote
SinKing
SinKing @ Oculus Rift, Co-op, T-Shirts and more!

Why did I have to think about South Park first, whyyy?

Will there be "cat enhancements", e.g. better vision in darkness, impossibility to receive fall damage ^^, etc? I also think you should have a night map and brawling for territory with other cats. I don't know, perhaps the game has such features planned anyway, I'll have to check.

The jump animation needs some easing in and a bit of weighting to give the feeling of momentum. At the moment the jumping looks a bit like playing a platformer game.

Good karma+2 votes
SinKing
SinKing @ NO RETURN V1.13 Dev Build Screenshot

He's wearing his red shirt and the brown pants!

Good karma+1 vote
SinKing
SinKing @ NO RETURN Development Images

Well - I haven't downloaded the Beta, so I can't test it. I think you chose a difficult engine for an open-world game, because Unreal 3 was not really great at rendering wide open spaces. Cryengine is better for that, but it's a pain in the *** to work with. So my complaints are only about things that really bother me and stick out.
The procedural gras looks a bit too scattered, typically for Unreal. I'd maybe just try to have a better ground texture and use gras patches only in certain locations. After all, you have a lot of pines or whatever those trees are called. There isn't a lot of gras below these trees in real-life, either.

Why don't you make a real video sometime soon? I'd like to see the game in action. Then people can decide to download the Beta more readily than from just screenshots.

Good karma+1 vote
SinKing
SinKing @ Just when you thought it was safe to go back in the water...

These sharks are damn fast, I guess the first guy will die a lot, just so the others get warned. The sharks are almost like some kind of stealth predator. I know there are defensive measures (used at e.g. underseas excavation sites), such as pierced tubes that evaporate bubbles of pressurized air from the ground. Sea animals hesitate or simply don't penetrate that invisible curtain. Stuff like that could be useful in order to strategically plan a getaway.

I also like the new Logo, Very sharkey.

Good karma+2 votes
SinKing
SinKing @ Angus hates Aliens

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!

Good karma+1 vote
SinKing
SinKing @ And MA7 Offensive Concussion Grenade

What ideas? Concussion grenades are already in use and as much scifi as a Diesel car. Maybe you wanted to say "designs"?

Good karma+1 vote
SinKing
SinKing @ Frame view - forward cargo holds

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.

Good karma+2 votes
SinKing
SinKing @ Tutorial Map and other Goodies

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.

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).

Good karma+1 vote
SinKing
SinKing @ NO RETURN V1.13 Preview screenshot

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.

Good karma+1 vote
SinKing
SinKing @ Hooked Beast

Hooked? Is he on heroine or something?

Good karma+8 votes
SinKing
SinKing @ The first post-Kickstarter update

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!

Good karma+3 votes
SinKing
SinKing @ Now Available on Steam - Anarchy Arcade

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 :)

Good karma+1 vote
SinKing
SinKing @ Tutorial Map and other Goodies

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.

Good karma+3 votes
SinKing
SinKing @ ML1 CQC Stun Grenade

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:
Youtube.com

Good karma+1 vote
SinKing
SinKing @ Frame view - forward cargo holds

Kinda looks like Battlestar Galactica. Pretty cool spaceship you got yourself there ^^!

Good karma+4 votes
SinKing
SinKing @ Underhell Chapter One - Anniversary

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?

Good karma+8 votes
SinKing
SinKing @ Fritz

So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.

Good karma+1 vote
SinKing
SinKing @ Mail hold change

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 ;)

Good karma+3 votes
SinKing
SinKing @ See across hatch No.3

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 ^^

Good karma+1 vote
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