I'm an independent game developer and game artist. My focus is on games that define player agency and emotion responses. Check out my Twitter account, @TristanParrish.

Comment History  (60 - 90 of 124)
TristanParrish
TristanParrish Mar 9 2014, 6:07am replied:

We will be making some official announcements soon. Currently there isn't a demo available but that will change in the next few weeks. Keep an eye on this space or at www.facebook.com/gravegame to keep an eye on the latest.

+1 vote   game: Grave
TristanParrish
TristanParrish Mar 8 2014, 8:48pm replied:

Thank you! We're going to be coming out with a new gameplay trailer soon that shows off some of the new areas. Check back for it soon.

0 votes   media: March Build
TristanParrish
TristanParrish Mar 8 2014, 8:47pm replied:

We haven't finalized our particle effects yet, those will be improved soon!

+1 vote   media: March Build
TristanParrish
TristanParrish Mar 7 2014, 8:45pm replied:

Thanks! We're super stoked to provide more updates soon. There will be a lot to say after GDC!

+1 vote   game: Grave
TristanParrish
TristanParrish Feb 10 2014, 1:26pm replied:

As a team we started on projects in UDK, and had originally felt that it was the best way to get high-quality visuals. After working in Unity for a couple of years now, we've realized that it is insanely powerful and flexible. We are using the Marmoset Skyshop image based lighting shaders to improve lighting and we've actually had BETTER results with dynamic lighting than we previously did in UDK.

+2 votes   game: Grave
TristanParrish
TristanParrish Feb 10 2014, 5:10am replied:

We're still working out our system requirements. We can't be super specific just yet but our goal is that anyone with a dual core of at least 1.8GHz (intel), 1 GB of RAM and 512MB video card should be able to run Grave. Obviously, we will have more elaborate visual features for those with better machines, but we're going to allow a wide range of customization options when the game releases.

+2 votes   game: Grave
TristanParrish
TristanParrish Jan 25 2014, 1:52pm replied:

We will be providing updates soon for our new playable release! We're sorry we moved the prototype but we have made a lot of improvements and we want to make sure the playable is consistent with the updated build. Keep an eye out for our announcements of the next build!

+2 votes   game: Grave
TristanParrish
TristanParrish Jan 20 2014, 4:23pm replied:

Thanks for playing. We recently removed the previous prototype from our downloads section due to some of the issues you encountered. The prototype was a large sandbox "proof of concept," but we are working feverishly on the overhauled version and will be providing information on our demo soon. Please check back for our next playable in the coming weeks, the difference is night and day!

+2 votes   game: Grave
TristanParrish
TristanParrish Dec 30 2013, 12:26pm replied:

In the prototype you played the creatures are very unpredictable. They prowl the landscape at night and will attack if you come in contact. Because their placement is procedural it's hard to guarantee encounters. Our upcoming build will have much clearer pacing and should ensure a more reliable experience. Right now, the majority of people have encounters with the creatures but it IS possible to hear and not see them.

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 30 2013, 10:53am replied:

I don't want to spoil anything too much, but what you described has an eerie similarity to something we're currently exploring. Interactions of that type are really interesting and we definitely want to develop them!

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 26 2013, 8:49pm replied:

Awesome! We posted it to the Facebook page.

Facebook.com

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 15 2013, 12:16am replied:

There's a bit of unpredictability in the system. We actually saw that happen on a Let's Play video. It's rare, and wasn't intended, but is still kind of entertaining!

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 14 2013, 12:32pm replied:

Thank you! We're very pleased with the visuals we've produced to this point.

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 2 2013, 12:00pm replied:

Thanks! We check out the video, glad you enjoyed it. We love seeing new videos of grave playthroughs. Keep a look out for our updates over December, the game is being totally overhauled and has much more interaction with the environment. More soon!

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 2 2013, 11:56am replied:

Thanks! We didn't notice that creature but that sounds a bit eerie... We'll definitely be addressing things like that in our overhauled version coming soon. Hopefully next time you see a creature walking or doing something strange it will be intentional! :)

+1 vote   game: Grave
TristanParrish
TristanParrish Dec 2 2013, 11:53am replied:

We are not from Belgium, actually! We're from Arizona in the United States.

+1 vote   game: Grave
TristanParrish
TristanParrish Nov 18 2013, 1:52pm replied:

That was a fun playthrough! I know you thought you'd found a safe spot, but the Strangers don't play fair!

+2 votes   game: Grave
TristanParrish
TristanParrish Nov 18 2013, 6:16am replied:

Thank you! We've been working hard on every aspect of the game. We look forward to demonstrating gameplay alongside the visuals very soon!

+3 votes   article: Grave Gets Ready For Full Production
TristanParrish
TristanParrish Nov 11 2013, 9:36pm replied:

Thanks for playing the game! We appreciate the "SCARIEST GAME EVER" label! We're going to share the link on our Facebook page!

+1 vote   game: Grave
TristanParrish
TristanParrish Nov 5 2013, 4:36am replied:

We watched your video and loved it! there will be more updates soon, so keep an eye out!

+2 votes   game: Grave
TristanParrish
TristanParrish Nov 1 2013, 6:57pm replied:

Sweet! This is just a taste of what is to come. Expect to see a lot of really interesting new features and creatures over the next few weeks!

+1 vote   download: Grave Original Version 0.3.5
TristanParrish
TristanParrish Oct 31 2013, 2:08pm replied:

Super glad to hear that you were creeped out! Be on the lookout for more updates. This is only a taste of what is to come!

+3 votes   download: Grave Original Version 0.3.5
TristanParrish
TristanParrish Oct 30 2013, 11:07pm replied:

Thanks! We have a lot of cool plans moving forward so expect to see good things streaming in over the next few weeks. This Halloween release is just a taste!

+1 vote   article: Chilling Halloween Update For Grave
TristanParrish
TristanParrish Oct 9 2013, 7:48pm says:

Grave is being shown at the Future Is Games festival and conference at the Phoenix Convention Center until Friday. If you're in the area, stop by and play with the Oculus Rift!

+2 votes   game: Grave
TristanParrish
TristanParrish Sep 27 2013, 12:51am replied:

Hiding from them is a little hard to do. They're pretty capable of finding you, and we honestly can't tell you exactly what it is they will do to find you (they have a bit of a mind of their own). However, I can say that you probably want to play with headphones on, and key a keen ear out for the noises they make. Steering away from the sound is the best bet we've found so far, though they may catch on to that so be careful.

+1 vote   game: Grave
TristanParrish
TristanParrish Aug 22 2013, 7:05pm says:

Hey everyone! If you like Grave and are in the Phoenix area, we're showing off the game this weekend at the Phoenix Art Museum. Come check it out and get the chance to play with the Oculus Rift!

+1 vote   game: Grave
TristanParrish
TristanParrish Aug 5 2013, 6:03am replied:

Really! That's awesome. We actually changed the name of the game right after that, partly due to my difficulty in referencing the previous name on the air!

+2 votes   download: Grave Version 0.3.4 - New Level
TristanParrish
TristanParrish Aug 5 2013, 4:26am replied:

Hey KeanKennedy! Thanks for the comments. The game currently features permadeath, and we don't yet have our mechanism to revert you back to the start or return to the title screen.

We definitely hear you about some of the "helpful" features, like a pause button and so on. We're doing this game in our spare time outside of our full time jobs, so we've been focusing more on the elements that provide the most value of play experience. We're aware of the need for those kinds of polish elements, and hope to see them slip in soon.

We're still tweaking the balance of the game and I imagine that the creatures may be a bit tougher now than they once were. I would mention however, that they don't just pop out of nowhere. I don't want to spoil too much, but if one disappears, chances are he's still near that area. Also, they react to you seeing them as much as the other way around, and having the flashlight on might make you more obvious in the dark... Just a couple of things to think about!

We're really excited to see people playing the game. This whole thing is about getting a taste for player reactions, so it's always great to hear what you think. Be on the lookout for more updates in the coming weeks!

+3 votes   download: Grave Version 0.3.4 - New Level
TristanParrish
TristanParrish Jul 31 2013, 4:40pm replied:

We're going to release an update shortly that is much more stable! Are you able to get into the game but just not play with others? The game works a bit like Journey in that you can't "choose" to join a game. You basically get matchmade automatically.

+1 vote   download: Grave Version 0.3.1 - Previous level
TristanParrish
TristanParrish Jul 29 2013, 1:22am replied:

Issue was resolved. We made a small update that had to be approved and the download was taken down while we went through the update process.

+1 vote   download: Grave Version 0.3.1 - Previous level
TristanParrish
TristanParrish May 12 2014, 4:30am replied:

I apologize for the issues. We have much more extensive ability to test with PC than with Mac. I haven't had these issues on my machine but we will be working to fix these issues as we move forward. Before we release the full version we will make sure we've corrected those issues, and will hopefully have a lot of them fixed by the next demo build. Thanks for being patient!

+1 vote   download: Grave Free Kickstarter Demo - Mac Version
TristanParrish
TristanParrish May 11 2014, 2:36am replied:

This doesn't occur on my machine. Did you select windowed or full screen mode? What are your machine's specs?

+1 vote   download: Grave Free Kickstarter Demo - Mac Version
TristanParrish
TristanParrish Apr 7 2014, 4:57pm replied:

Thanks for pointing out some of the control issues. There's a few things that we're just polishing and improving right now, so our next version won't have those issues.

We allowed a quick respawn for players in the demo, and it was a bit flawed. The way that will work in the final game is the time will proceed to day, and you will lose some of your inventory items.

We may actually patch the demo to work this way, it will probably be a better solution to be honest. We're working on a number of elements and it would probably benefit us to move that more in the direction of the final release.

+3 votes   download: Grave Free Kickstarter Demo - Windows Version
TristanParrish
TristanParrish Mar 30 2014, 6:04am replied:

Actually only a couple of enemy types will be killable by light. Most will be distracted or disoriented like you said. We had to pick the features we were going to show off first and I think made the wrong choice!

+1 vote   article: Grave Launches on Kickstarter
TristanParrish
TristanParrish Mar 14 2013, 10:24pm replied:

Thanks for the feedback BeeCoy! The work you see here was done in 48 hours for this years global gamejam. We used the skull-collecting objective as a placeholder and we didn't make the creatures a threat just yet. We were basically experimenting with the mood and feel of the game.

We'll be making an update very soon detailing our next playable release, which will be available by the end of the month. We're about ready to seat a date for our next alpha release. We agree with your comments about he day/night cycle and the flashlight, so those will definitely be relevant.

As for the darkness, it's a delicate balance. We've been altering the AI behavior and spawning of the creatures so that they pose a threat and they can actually be quite frightening in the version we're working with right now. The trouble is that we need to create a feeling of confusion and uncertainty in the dark so that the creatures are never too easy to spot when they appear. We're still tweaking though!

+3 votes   game: Grave
TristanParrish
TristanParrish Dec 11 2011, 8:07pm replied:

We're committed to showing the game in the state that it is in, even when some defects occur. I agree that we still have a ways to go, but we want to give the community a legitimate look at how the game is progressing. We welcome critiques, and will continue providing more content as we are able!

+5 votes   media: Afflicted DX11 Gameplay Footage
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