First of all, thank you so much for the support received. It's very encouraging when other people connect with your ideas, even if those ideas look weird or crazy. I'm also fully aware there's still a long way to walk. Successful games aren't about novelty, extravagant or gimmicky gameplay, and fun factor is the only thing which counts in the end. Many original concepts don't become popular because they aren't fun to play, so the first challenge is connecting with player's mind.
I guess some of you only will want to watch the videos, so I'm trying to make them descriptive and self-explanatory as possible. I also would like to write some sort of developer's diary to explain my motivations, how features shape from initial ideas, issues found, so the information provided is more complete.
Romeo&Juliet is a new step into Dual Reality realm, yet still not showcasing any real level you'll play later. You watched how jelly cubes can be used to your advantage in the previous chapter, this one is less conceptual/abstract. The key here is timing/synchronization: the NPCs fall onto the trampoline at the same exact time, so that's the moment when player enters in the new dimension. This simple fact opens many interesting possibilities, it's like you could do many things during the same time lapse.
There's a feature I especially like: painting. Mankind has been painting on walls since Prehistory, no other species do it... if you left aside trained monkeys. I was in need of something like a landmark to sign the same place on both dimensions. So it started just like a model created where player was aiming at. There was needed more than one model for complex signaling, so this free painting approach became the logical option. It's just a particle effect, an option was added to downgrade the paint ‘quality' if needed.
The trampoline is a common element in video games. On the other hand, the effects and possibilities it produces here aren't that common. Dual Reality combines somehow with any element you throw in and interesting consequences may arise. It's actually something which goes farther than puzzle genre. This element can be carried by player and the bouncing power is customizable.
Thanks again, hope you enjoyed the video and feel free to ask questions of course :), cheers.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like DUAL)(REALITY. We love games like Half-Life 2 that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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