It's been 2 weeks since Lynch was 'announced'. and the feedback I have recieved thus far has firstly being in unprecedented abundance, and secondly extremely positive. I really wasn't expecting any kind of reaction, this is still my dumb little project so thanks to all who've responded to the mod up to this point. Muchly appreciated.
Anyway! While development is slow (life, such an annoying obstruction) I've got just a few minor things to show. A few screenshots to present how the direction of level design is beginning to evolve, though they're in the dreaded 'empty corridor' style. Still very much in the testmap phase but the results are encouraging.
Also, in the previously mentioned feedback came a number of quieries regarding the CCTV effect applied to the HUD in Lynch. To answer this and any future enquiries I have begun a Design section, in which I will include videos and general overviews of how assets of Lynch are created. So far there's just an overview of how the HUD effect was built, but over time this section should hopefully flesh out a little.
Watch a low quality version of the video on YouTube
Download a higher quality version of the video here (may require moddb registration
Updates will probably be in this manner for a little while so I can focus on getting the main content as decent as possible. In October/November (possibley a bit later) I've organised an interview with the good folks here at www.moddb.com.. If anyone has ANY questions about any aspect of the mod please either email leave them on the mod profile or in a response here. I want to make it as in depth and relevant as possible am looking to include questions from the community too
Email : k1chi@bloodspitstudios.com
Thanks again
I'm looking to do an interview towards the end of the year, at which point you can expect to see a pretty substantial media blowout. There will be updates leading up to that point but the vast majority will most likely be testmap footage. I dont want to consider anything 'final content' unless im 100% sure it's as good as i can get it.
Cheers for the response!
I don't know what to say. That TV effect stops us from seeing any real detail in the levels. all I see are scanlines and some light in the background, with smoke.
that's thr point. to have a pov through cameras/monitors.
The main reason you can't see many details is quite simple, there aren't many :D Again these are very much a testmap stage, but I wanted something to show how the art direction is beginning to take shape, and while they're still a long way off 'final content' standard in their current state, if you compare the shots with those that were released at announcment you'd be suffering a mental defficiency not to notice any development.
I do take into consideration what you say though and I'd be a pig ignorant fool not to agree that the visibility is substantially effected by the CCTV pov. However it's nothing that can't be solved with careful lighting and design accordingly. You'd be surprised just how much difference the effect can have on the brightness of a scene and so I'm designing the levels accordingly. Actually playing in game it doesnt seem that much of a problem, though screenshots thus far are suffering a tad from it. Strangely enough though I've always believed this to be the case with Doom 3/Quake 4.
But this is a natural thing in development. A finished/tweaked to perfection piece doesn't come out of nowhere and I want to make the progression throughout this mod very clear and noticeable. Maintaining a balance between artistic aesthetics and good gameplay design is always the goal, particularly in games/mods where narrative and context is a very strong factor.
These are the sorts of comments I want to encourage though. If I can percieve the mod purely through the audiences eyes aswell as my own it's only going to help in creating a better final product. So long as people aren't ranting narrowminded, self-absorbed, braindead and irrelevant crap about what they believe to be wrong, I encourage criticism all the way.
and cheers Friar :D
oh my god. this looks great.
one question i have: are you going to include subtitles for any in-game dialogue? after all, the doom3 mod certainly proved it was possible.
definately!
3 modes wil be available:
No subtitles
Subtitles on Dialogue
Subtitles on all sound/key events
awesome. as one who's hard of hearing that's good to know.
This looks incredible. And one hell of a game concept, too! Definitely keeping my eye on this. Have you established a rough ETA for actually being able to show in-game content maps and models?