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Posts by Sentura

  • Thief 4

    • Sentura
    • October 10, 2013 at 1:02 AM

    It looked pretty good to me. I see small gameplay improvements that are nice. I didn't see a single explosion, all I saw was collapsing buildings - and honestly if this is what drags it down for you, it's like you don't remember how genuinely fucked up the first three thief games were (in terms of story, magic and supernatural elements). One of the key points of the series has always been that not all is what it seems, so I'm looking forward to see what'll happen with the city this time.


    And it seems that they've at least attempted to hit the VO from the original games.

  • Nuclear Union

    • Sentura
    • October 9, 2013 at 9:17 PM

    Trailer felt a bit meh towards the end. I'd like to have seen some character involvement as the setting is quite clear from the screenshots. But it definitely looks interesting. If it's coming to Steam I'll pick it up.

  • Good Tv for games

    • Sentura
    • October 9, 2013 at 8:23 PM
    Quote from Warby

    i have an LG and am perfectly happy with it


    LG has been really good to me too. I've had the same TV for some years now, it's great (blacks are really blacks, suck it comeptitors).

  • Thurnip's paintings and stuff

    • Sentura
    • October 8, 2013 at 3:31 PM

    I like your workflow, it's a great way to do details right. I don't really have any critiques for it, but maybe you should try painting at a bigger resolution? One of the things I discovered was that doing things at higher resolution let me have more precision for brush strokes and generally left paintings look better.

  • Gravity

    • Sentura
    • October 8, 2013 at 12:42 AM
    Quote from PogoP

    Well it's the same here in the UK, so that can't be the reason!


    I mean it could, I heard it's hard to translate directly from American English to British English,,, right guys?

  • Gravity

    • Sentura
    • October 7, 2013 at 8:43 PM

    Because YUROP... or rather because Scandinavia... I think it's something to do with subtitles and all that. Apparently it takes a full month for them to do that.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Sentura
    • October 4, 2013 at 4:18 AM

    Sampling Gabe's private wine and cheese reserve, presumably

  • Soma (From the amnesia guys!)

    • Sentura
    • October 4, 2013 at 1:54 AM

    Come to think of it, how about some sort of Mapcore challenge where we each pick one SCP and try to make something with it?

  • Richard Malinar env art portfolio, need feedback :)

    • Sentura
    • October 3, 2013 at 4:12 PM

    I like that you have everything on the front page and it's not cluttered at all. Good stuff!

  • Soma (From the amnesia guys!)

    • Sentura
    • October 3, 2013 at 4:03 PM

    I do love me some good creepypasta

  • Daikatana on Steam!!

    • Sentura
    • October 2, 2013 at 10:49 PM

    It's a piece of game history, of course I'm gonna grab that bad boy

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • Sentura
    • October 2, 2013 at 2:31 AM

    I think we can definitely CONFIRM HL3 now


    also people who cry fake are the bane of our society

  • Destiny

    • Sentura
    • October 1, 2013 at 4:47 PM

    Usually in composition if someone is looking away from the perspective you want them to be smaller so you can see what the fug is going on (what they are looking at) because that will be the focal point. Unfortunately someone spilled coffee on the box art so I can't see anything beyond the huge black blob... which is frustrating.

  • Microsoft mass banning Xbox 360 consoles

    • Sentura
    • October 1, 2013 at 4:46 PM

    let them do whatever they want, it's their financial funeral

  • Soma (From the amnesia guys!)

    • Sentura
    • October 1, 2013 at 2:15 PM

    That's kind of how suspense works...


    I thought it was pretty interesting, though I gots the feelz that the computer will be like the main villain type thing that will eat you

  • GTA V

    • Sentura
    • September 30, 2013 at 8:46 PM
    Quote from Steppenwolf

    So i just stand there in front of a hipster, doing nothing. He feels intimidated and says "ok, that's enough. i'm calling the cops". Police arrives, starts shooting at me. Then i go on a rampage with a stolen bus and police don't care.


    JUST LIKE REAL LIFE

  • Destiny

    • Sentura
    • September 30, 2013 at 8:09 PM

    Can't see anything interesting, there's a big black obstacle in the way

  • Your Game Design Workflow?

    • Sentura
    • September 30, 2013 at 4:21 PM

    My bad, I could have phrased that better.


    I meant to sketch the mechanics out to see if they work together in a vertical slice like fashion. Since we were talking about game design workflow and not e.g. artist workflows or otherwise, I assumed this was implicit.

    What I wanted to arrive at was that you can start your vertical slice as a sketch of the game with whiteboxed environments and then build on top of that - mechanics wise, and gameplay/level design wise.

  • Totally random concept/sketch thread

    • Sentura
    • September 30, 2013 at 3:56 PM

    Good point. I think I'm kind of missing some way of doing it since it's "opening up". I think maybe adding some gradient between the foreground and background would help, but then it might also destroy the image by forcing too much of the foreground into the background. Maybe I just need to accentuate the foreground more as foreground and the background more as background.


    I think I generally botched the shading - so that's definitely where I want to improve.

  • Your Game Design Workflow?

    • Sentura
    • September 30, 2013 at 2:14 PM

    My workflow is as following: write down, playtest, analyse. Rinse-repeat until PERFECT. Don't start new stuff until you have absolutely nailed what you were going for, or, alternatively, scrapped it. If you are looking to create a vertical slice type of thing where you don't want to spend time on mechanics such as jumping etc., put in a dummy version so you can see how it works in an entirety of a game. BUT remember that it is a dummy version and if it doesn't work in conjunction with other mechanics, reiterate on it until it does or scrap it.


    For level design, do blockouts and scripts instead of writing stuff down, repeat above. DON'T do any art at all until you know it's working. I generally like using metrics for this, but if none are available go for player feedback/crits, especially if your players are fellow designers.

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