Your small boat capsizes leaving you stranded on an island with a connection to your past. Pressing forward you must explore and find out what horrors lie sleeping in the unknown....

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Trying new things leads to a trial and error procedure to figure out what works. After that point tweaking the area so that it is relatively easy and accessible is the hardest part of adding these interesting new things. This was a huge challenge for us, because we were trying to stay true to the confusing style, yet also make it easy enough to figure out where to go. These kinds of challenges have plagued us throughout the design of the mod and take the most amount of time to fix.

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We are finally nearing the end of getting the whole mod laid out. What this means is we won't be changing level design, we will be moving on to polishing and tweaking.

We have finished our two primary firearms and are working on our last weapon. We are not ready to reveal the final weapon yet, but it is an innovative and interesting addition to the arsenal. Besides being offensive it also is defensive and is used in puzzle elements. Getting our custom AIs working correctly in the tight corridors has been a huge challenge, but we have got the technique down and are placing them around the level.

Since we are trying some new things that haven't been done in a game before, it can be a trial and error procedure to figure out what works. After that point tweaking the area so that it is relatively easy and accessible is the hardest part of adding these interesting new things. In this example screenshot you can see an area based off the principles and designs of M.C. Escher. This was a huge challenge for us, because we were trying to stay true to the confusing style, yet also make it easy enough to figure out where to go. These kinds of challenges have plagued us throughout the design of the mod and this is one of the things that takes the most amount of time to fix.

Since we are trying some new things that haven't been done in a game before, it can be a trial and error procedure to figure out what works. After that point tweaking the area so that it is relatively easy and accessible is the hardest part of adding these interesting new things. In this example screenshot you can see an area based off the principles and designs of M.C. Escher. This was a huge challenge for us, because we were trying to stay true to the confusing style, yet also make it easy enough to figure out where to go. These kinds of challenges have plagued us throughout the design of the mod and this is one of the things that takes the most amount of time to fix.

Escher Alpha STG45m Completed

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Mars_3K
Mars_3K

Mad props for the mapping of "impossible geometry"!

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