completely random foreplay was to become a moody, times sarcastic, times melancholy indie game that plays somewhere between a concurrent 3rd person action game and classical action adventures, as they appeared upon the beginnings of realtime 3d
interceptive 0.11 shows a state of this project that has around half of the geometry for one level built,
interceptive 0.11 shows a state of this project that has around half of the weapons programmed and usable
leveldesign: industial steam-/cyberpunk structures within shapes ranging from abstract to surrealistic, painted in an overall dirty (**** like) color palette
experimental, to see once, designed to be forgotten
completely random foreplay was to become a moody, times sarcastic, times melancholy indie game that plays somewhere between a concurrent 3rd person action game and classical action adventures, as they appeared upon the beginnings of realtime 3d
sound wise it was to follow laii'la. this preview video, however, is also underlined with an audio snippet that has been borrowed from an older prelinger-archives documentary. it explaines the persistance of vision. which contrasts academia's lorentz contraction and the theory of black holes, both deducted from the assumption that space is being distorted around the eye, instead of the eye experiencing a motion blur effect because of its latency when it progresses fast images.
not one real photo has been taken from any black hole to prove their existence