Posts by Campaignjunkie
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it's taking a long time, but we're nearing the end!... (btw if anyone here is in the NYC area, come to our thesis show -- there'll be free beer and wine and video games / weird design stuff! https://www.facebook.com/events/277230829032903/ )
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Quote from Pericolos0
That looks awesome! But your bloom settings are horrible!! Unless you want to create the experience of having fogged up glasses on
We kinda do, though I think the overbloom is more from DoF + FXAA. I'm not really sure how to reduce it. Maybe we'll switch to the built-in AA.
I'll put up a preview version here in about 2 weeks. Yay crunching!
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Me and my team's thesis project, Souvenir. It's VVVVVV + Proteus. Once we graduate / hit alpha, I'll do another art pass on it and hopefully hit the festival circuit. We'll see!...
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Um it was a nunnery (?) where you start in an elevator shaft, hide through some hallways, crawl through a vent (we all kind of flinched when we realized there was a giant vent there, to be honest), hide some more, throw a dead dude into a ball pit, etc. Then the second playthrough, he shot everyone with guns and killed people with props.
I understand a lot of the Arkham City-ish design choices (x-ray "flame vision" that shows enemy patrol paths) and the stealth they had on display seemed to be more about improvising and being impulsive vs. sitting behind a corner and memorizing patrol paths yourself. That, combined with Splinter Cell-ish instant kill tag things... yeah, it's designed to sell.
But it was a little jarring in that I always found Hitman to be more like a methodical puzzle game / social camouflage game, but I guess that's not very interesting to watch. I felt like they showed the least interesting parts of Hitman, when Blood Money shined more with stuff like the Mardi Gras crowds or Suburban birthday party with all these different paths and consequences. Comparatively, this was pretty much a corridor with grunts.
As always -- I reserve judgment, PR demos aren't the real thing, etc.
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me and generalvivi and furyo and deceiver and others went to the PAX East debut, and were shouting obscene things at the screen the whole time

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Ha, um, okay, here's detail: I've got an IGDA scholarship pass for all 3 days, I'll be there from Friday morning through Monday, but I'm pretty busy Monday because that's when the IGDA arranged all these studio tours -- Harmonix, Tencent Boston, Zynga Boston -- also, on Friday I'll be at MIT for the International Hokra tourney.
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I'll be around.
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Spoilery, but quite convincing. Assuming this isn't what they planned, they should follow through with this interpretation anyway:
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Just finished it. My thoughts on the ending:
QuoteA WIZARD DID IT?!
Oh well, I enjoyed everything leading up to it though. They really sunk a lot of money into the branching and character animation.
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ahh I love the brushwork scissor lift! you're such a star.
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BEFORE:
pirates2.jpg[/attachment]
- I think you need character portraits, because usually the player model is standing right in front of them and I can't see who's talking.
- Use fewer words. Use colored text. Do what Zelda does, basically.
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Great production values and I love the lushness of all the environments. Still feels a bit floaty from being a Unity platformer.
That said, you guys really need to get a writer on-board to do a pass on your dialogue and sign text. This could all be so much more charming if you had someone workshop your words. All the characters talk the same, and in general it's just way too many words. She doesn't talk like a teenager. The talking cat professor kinda talks like a professor -- well, a bad professor whose class everyone skips.
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Just finished it. Really stupendous work. Still trying to figure out how you did all the terrain and overlay tricks. I wanna make custom Dear Esther levels!
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FOUR IGF NOMINATIONS WHAT
(congrats!)
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If I can spoil the end of the Portal 2 mod I made for RPS, it has the test chamber of all test chambers in it. Not sure how much it's changed since I've left. Someone else made the AMS model before, so I had to make my own substitute out of brushes / PhilipK's cool textures. (and I asked Carlos if it was cool if I used my stuff, so no worries there)
... funny story: I couldn't find my backups, so I actually had to download the leaked alpha off pirate bay, which had an extremely old version of my VMFs but still good enough for me to update it.
C'mon, BMS! Don't die, if only to stick it to the skeptics!
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Last part is up:
http://www.rockpapershotgun.com/2011/12 ... rd-perrin/
Mod is up too, download and play at your leisure:
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In practice, I'd recommend just copying the assets over. Valve isn't going to hunt you down for this, and if they do, it'll look really bad for them. Move on from this issue and focus on game / level design instead.