A woman wakes up in a dark-ish room. Confused and hurt, she looks around. Everything seems to be kind of blurry, but after a minute or two she can make out some details. The place looks really industrial and there's a slight scent of blood in the air. The room doesn't look familiar. She gathers her strength and gets up from the cold, concrete floor. The woman almost hits her head on a small lifting crane that's placed above her. She takes a second look around, and notices something standing in the distance. The figure walks away, and the woman decides that it's time to get out of here.
Sam 'Trivvy' Pearson
Mark 'Raetac' Wilson
I know nobody's going to read this but I'm going to write my thoughts here anyway.
Developing Games has been such a great learning experience for me that I've gained a lot more confidence in my mapping and story writing skills, and about game-developing in general.
When I was developing Games, I spent a lot of time worrying about the mod's length. Because of this, I spent a huge amount of precious development time on making useless side-rooms and needlessly long levels. This led to the maps varying in detail and overall quality. That is definitely something I will try to improve upon for my future mods. I will create the levels according to the mod's story and make sure that most, if not all rooms, have a purpose. This will shorten the development time a huge deal and will improve the mod overall. If I want to have a lengthy mod, I'm going to have to have a lengthy story.
As a matter of fact, I'm going to put this new "method of mod developing" in use as I'm going to start developing Games - Episode 2 soon in nearby future. I have already started writing the script and I'm really excited about the project.
Thank you for reading!
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First release of Caught! Please report and bugs, I'll do my best to fix them in the next update.
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