It has begun! ☃
This is a gif. Be sure to use (view original) to see it.
You do pixel noire very well.
-Neat part. That barrel spooked me!
-I noticed some plants in the train station(?) were awkwardly sticking out of the ground, like there were clipping with the floor instead of growing on it.
-Some lights (lights on the roof, the vending machines) were glowing but were not casting light on the environment.
-Upon getting the first pistol I did not know where to go, the hallway was very dark and I could not continue due to a barrier ahead of me. Shooting the barrier did not seem to do anything.
-I backtracked a little, then came back and jumped on the red seats near where the pistol was found, I got stuck on the geometry between the wall and the seat and my character could not move. :( I couldn't continue.
I may replay the demo later. It was very good. All the things I suggested above are very minor, the biggest issue though was getting stuck, as restarting meant having to begin from Part I again.
Hi! This demo was very cool, I really liked it. I have a few small things I'd like to address and suggest though.
I understand the game is not complete but I'd like to help with my critique in any way I can. :)
-I like the theme. It feels like a modern Bioshock with a bit of sci-fi.
-The player can double-jump.
-The cutscene in the beginning is unskipable. It isn't long, but with repeat playthroughs it feels a little tedious to watch.
-The decontamination chamber is nice, but lacking detail. I also feel like the grates on the side of the room are too big. Perhaps replace them with a detailed model?
-The containers in that desert ravine had a cubemap reflection that was very strong, the containers probably need more of a texture.
-I was able to clip through one of the rocks in the desert ravine and peak through it. There was a bed hiding back there. Mapper easter egg?
-The shanty-style tower in the ravine disintegrates when I touch it, which is awesome, but the physics on it were really slow(?)(It fell apart like it was in slow-motion).
-I think I saw a city in the fog beyond the end of the ravine, but it appeared really small, like each skyscraper was only a few feet wide. Perhaps scale it up and move it a bit further away? I understand that the fog would hide it, but maybe a few visible big buildings would look better than a bunch of tiny buildings?
That sand is beautiful.
Ack, I'm using 32-bit Windows XP. Another reason to upgrade I suppose.
I like the colors you chose for the sky.
Is this 64-bit?
It looks like it turned out very well.
It looks even better.
This is the most detailed character editor in a TES game so far.
I got 178,359.
Hey, is there anyone that can give me direction with texturing objects in Blender?
I'd like to know what's the best way to texture something for a game. I mean objects like buildings - objects that can't use UV maps (or can they?). I need repeating textures on such large objects and I'm not sure how to texture an object like that for a game engine.
Any help is appreciated.
Awesome dude! I'll check these games out in a short while.
I like it, but there's four things I think could be changed for the better. :)
1) There's a shadow below only the far left square, I understand you did that likely because it's the only thing that isn't a social media icon. You may want to make it stand out in some other way - as I thought it was an icon meant to link to an alternative website or something of the sort.
Right now it looks like another social media icon, but the shadow makes it look strange. Maybe put the image in the background instead?
2) The YouTube icon looks a little funny being the only one without a visible rounded square behind it - perhaps you can put a faint gray square behind the YouTube logo (so it matches up with the other social media icons). As an alternative maybe you can put some kinda of darkened shadow or all gray background behind the whole center area, so that all icons stand out a little more on the white background, and along with that, the YouTube logo could have a white rounded square behind it. That square would stand out with a darkened background.
3) Altogether the icons don't look centered under your name. It looks like they're all shifting to the right a bit.
4) The font you used is nice, but you should probably use a standard font for your email and title, the name font can probably stay the same.
This is all simply my advice. At first glance I like the website's simple and easy-to-navigate look - add my advice and that'll hopefully make things even better. :)
I somehow know what song that probably is.
Zombies can call other zombies when they are hurt, and apparently they will walk up to each other and "talk" like villagers.
Hello, this is likely the largest resolution of that image:
This comment has been posted in a private group.
I did a search and I can't really find any evidence that she did say this. Always make sure to do your research.
I believe when they mean "subscription service" it means currently paying for the server itself. So I suppose you can't be subscribed if you're not hosting a server.
The cost is undetermined at this point.
Excellent, it's very nice. It also looks like a bench I once had.
There is no 'ugly' for concept art.
I like your artstyle.