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Nice! Good move on the zoom. I think those ones "read" the best.
I will be disappointed if the next vid doesn't end with 3 decaps.
Is this going to be the box art?
I like the artwork of the HUD, but it also is pretty intense, like it dominates the screen and draws my eye even more than the dungeon area. Couldn't really say if a more subdued HUD (in size or brightness maybe?) would help or hurt the gameplay, but just throwing my first impressions out there. Perhaps the balance will change as the character and dungeon art changes?
Nice work. Just one thing I noticed, when I hold down CTRL (as opposed to just pressing to toggle crouch) it fires the weapon.
Cool. Watching the video blog convinced me to track your game. I hope there will be many more videos to follow.
Interesting! I hope you keep your profile here updated as the game progresses.
Sir, I would consider it an honor and a privilege.
The whole "what you don't see is scarier than what you do" that works so well for horror movies definitely can (and probably should) be applied to horror games. But I don't think a lower polygon count or low res textures are really an accurate analogy to "seeing less". You are still seeing it all, it's just low poly/low res things that you're seeing. To me it's more like replacing the dinosaurs from Jurassic Park with guys in dino suits and the trees and buildings with props from a grade school play. This may be scarier to some, but to me, it's just too far removed from that which I'm trying to imagine.
I think with the advances in graphics made since 90's era horror games we can better mimic the tropes used (so successfully) in the movies. We can see less of the creature because their horrifyingly accurate warty textures are half hidden behind terrifyingly realistic dynamic shadows, cast by frighteningly familiar environments, where a split-second flicker of a torch could reveal... just enough to leave the rest to imagination.
So, yeah, I wrote all that just to say I think we're in agreement.
So sometime between you stealing their game and them making your life better, you'll be sending 2Dawn that $15 you would've spent right? Yeah, didn't think so.
Looks good, can't wait.
Hmmm, he's got an apron and meat cleaver? Just a guess, but it's almost as if they're trying to make the character more interesting by hinting at his pre-apocalyptic profession. But what could it be?
Voted. Thanks for the steady updates, it's cool to watch the progress.
Cool vid, nice work. Clutter usually doesn't get this kind of love. Noticed a couple of those textures were backwards, I guess it could have been intentional.
Cool. Looks like you got the ball a rollin'. Only... that guy with no eyes is so creepy looking! Haha.
Nice. Will we be able to do this while rockin' Hello Kitty gloves? Can you confirm?
I like it. I liked the other style too, but if you can make your development way easier with a style you still dig, then it seems like a no-brainer. Although I wonder how you're gonna do the lighting effects without the 3d...
Cool, modularity ftw. I think it'd be cool to see an aircraft put in next to some of these environment objects for scale.
I like the daily sketches and studies on your blog ( Blog.gabrielverdon.com ). Lots of cool art to check out, I hope you keep on posting more.
The guy on the left "reads" much better and has a way cooler style to him.
The baddies look cool!
I really like the fine details and texturing. Perhaps some of the cracks carving out the larger forms have a slightly drawn-on look, but nice overall, especially for learning a new package.
I can't wait to try your award-winning game for myself!
That little old man with the scroll is great!
whoa, media tsunami... lots of cool concept art to check out here
Are the colors schemes significant for any reason beyond decoration? Just surprised to see blue when pretty much all of the other equipment has been basically in a warm color range. Just made me curious.
Awesome work so far, love the style. I think it would be cool to have a poster with all the concepts laid out like this!