Game/level designer with industry experience. Personal projects involve Unity and Source engine development.
Thank you, and of course I won't! :D
Thank you, I will look into this issue. It sounds like it can affect any of the light switches, not just this particular one.
Glad you like it! :D
Thanks for reporting this bug, and sorry for the inconvenience! Did the red light stay green, or did it return to red and simply stop responding?
Ahh I understand now! Thank you so much for taking the time to do this! I'll definitely work on improving that.
Thanks for the suggestions, this is good stuff!
Not entirely sure what you mean about the fog appearing black... The pipe sprites are black themselves, and as the fog is in front of them they are tinted the colour of the fog. So you can see the big curved pipe on the right is tinted whereas the foreground is solid black. Can you elaborate?
Thank you! :D
Yes! I have a Walt Jabsco tattoo as well!
I think the Crowbar part originally came merely from the fact that it rhymed, but I'm also a massive Half-Life fan, so that works too :)
Thanks for the feedback! I'll certainly be improving that before the final release.
You mean the area above the water surface? I think I've got some issues with the way I've made the fog effect.
Thank you for helping to spread the word!
Thanks, much appreciated! :D
Thanks for the generous contribution! I see it listed there as Anonymous like you say. It's all handled by IndieGameStand I'm afraid so my advice would be to go through their Support section, here: Indiegamestand.uservoice.com
I just submitted it to 'proper' Greenlight! Here:
I'd appreciate votes! Adding it to your favourites, sharing, following and leaving comments helps too. Thank you! :D
Love it! Thank you!
Thank you :D
Thanks for taking the time to write this, I really appreciate the in-depth feedback and it's good to know I'm not talking nonsense :)
The current build contains what I would consider an alpha version of Chapter 1. I'm working on Chapters 2-5, which will be added one at a time as they reach alpha. Not a huge amount will be changed to released chapters if I'm honest, unless there are glaring issues which I feel need to be addressed.
When all 5 are complete, I'll do a final round of polishing and bug-fixing, and then the game will be done!
This is just my personal opinion, but please don't do Quick Time Events, they're horrible and shallow. Keep the gameplay in line with the HL2 style.
Desura support staff have suggested redownloading and reinstalling Desura. If that does not work you could also try installing the open source version of the application.
Let me know how it goes, and sorry again for the inconvenience!
Further investigation suggests that Desura is failing to find the executable. If the game's installed correctly (which I'm presuming it is) you can just browse to it in your Desura install directory, and then run it manually.
Sorry for the inconvenience though. I'll find out if there's anything I can do to fix the issue.
Sorry to hear that! I'll get in touch with the Desura staff and see if I can find out more for you.
In the mean time, have you tried downloading the standalone version? This will give you a zip file which you can just extract and run.
Thanks very much, hope you like it!
How can I forget? :)
Really like it! Thank you!
There is a goal which becomes apparent as you follow the story. The first chapter is quite open for you to explore, but later you'll become aware of a goal that needs to be fulfilled. Trying not to spoil too much!
Thank you very much for your support!
Thanks for the feedback!
I agree about the quotation marks marks, but the full stop is a formatting decision. I think I'd prefer to keep it.
I appreciate your input but I have to point out that the example you gave is, I believe, inaccurate. "Feeling small" is not the same as being intimidated. The latter implies an element of aggression or domination while the former is more a case of being overwhelmed by a contrast in scale. That's the idea I was trying to convey with that particular line (in reference to the map).
It's a work in progress though, as I'm sure you know, so there's definitely an opportunity for revision. If you have any other thoughts I'd be happy to discuss them. Thanks!
The new version is now live on Desura so you can check it out and let me know what you think! It's still not perfect I must admit, as raycasting proved to be too expensive to do too often. This leads to some interesting problems which you might notice, but eventually the planktids should be able find their way back to you.
In the version used in the video they would have just copied your path exactly, but I'm working on it at this very moment!
If they ever gain a clear line of sight to you, they'll break off their path and just go directly towards you. If you break line of sight they'll revert back to pathfinding.
Nav meshes are a Unity Pro feature. Unfortunately, I'm only using the free version, so I've had to implement my own system!
I do want to achieve that effect to a certain extent, but I think it was just a little too close to being frustrating for people who didn't really understand how their pathfinding was working.
Later parts of the game will still include that element of leading them around, but I'd like to make it challenging in more interesting ways than just fighting with the AI's navigation!
No worries! I think I actually played the most recent version, but found it from this old article for some reason!