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 3,139)
SinKing Sep 21 2014, 9:23am says:

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.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing Sep 20 2014, 12:06pm replied:

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.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing Sep 20 2014, 11:11am says:

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.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing Sep 18 2014, 4:46am says:

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.

+4 votes   news: What is Nin? A proper introduction to the game
SinKing Sep 17 2014, 2:38pm says:

Steeeeeve, nooooo!

Maybe, they just wanna play ^^?

+6 votes   media: Run, Steve!!!
SinKing Sep 17 2014, 2:03am replied:

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".

+1 vote   news: Delay Notice
SinKing Sep 17 2014, 1:59am says:

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).

+3 votes   news: Engine Change!
SinKing Sep 17 2014, 12:56am says:

Sand burial is a great addition. Good stuff!

+1 vote   news: Son of Nor VIDEO Dev Diary #97 - BURY ENEMIES IN SAND!
SinKing Sep 16 2014, 2:39pm says:

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,

+1 vote   news: Delay Notice
SinKing Sep 16 2014, 2:24am says:

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.

+2 votes   news: Oculus Rift, Co-op, T-Shirts and more!
SinKing Sep 16 2014, 12:10am says:

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

+1 vote   media: NO RETURN V1.13 Dev Build Screenshot
SinKing Sep 16 2014, 12:09am replied:

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.

+1 vote   media: NO RETURN Development Images
SinKing Sep 6 2014, 8:44am says:

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.

+2 votes   news: Just when you thought it was safe to go back in the water...
SinKing Sep 6 2014, 8:00am says:

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!

+1 vote   game: Angus hates Aliens
SinKing Sep 6 2014, 7:58am replied:

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

+1 vote   media: And MA7 Offensive Concussion Grenade
SinKing Sep 5 2014, 9:13pm says:

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.

+2 votes   media: Frame view - forward cargo holds
SinKing Sep 5 2014, 1:05pm says:

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).

+1 vote   news: Tutorial Map and other Goodies
SinKing Sep 4 2014, 3:17pm replied:

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.

+1 vote   media: NO RETURN V1.13 Preview screenshot
SinKing Sep 4 2014, 11:52am says:

Hooked? Is he on heroine or something?

+8 votes   media: Hooked Beast
SinKing Sep 4 2014, 2:06am says:

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!

+3 votes   news: The first post-Kickstarter update
SinKing Sep 4 2014, 12:13am says:

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 :)

+1 vote   news: Now Available on Steam - Anarchy Arcade
SinKing Sep 3 2014, 10:20pm says:

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.

+3 votes   news: Tutorial Map and other Goodies
SinKing Sep 3 2014, 7:34pm says:

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:

+1 vote   media: ML1 CQC Stun Grenade
SinKing Sep 3 2014, 7:30pm says:

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

+4 votes   media: Frame view - forward cargo holds
SinKing Sep 1 2014, 10:02am says:

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?

+8 votes   news: Underhell Chapter One - Anniversary
SinKing Aug 31 2014, 9:22am says:

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

+1 vote   game: Fritz
SinKing Aug 30 2014, 8:50pm says:

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 ;)

+3 votes   media: Mail hold change
SinKing Aug 30 2014, 3:58pm replied:

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 ^^

+1 vote   media: See across hatch No.3
SinKing Aug 30 2014, 9:53am says:

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 ^^

+1 vote   game: Poop Simulator 2014
SinKing Aug 30 2014, 8:59am replied:

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 ^^

+1 vote   media: See across hatch No.3
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