Happy birthday man! ![]()
Posts by Skacky
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http://www.steamcalculator.com/id/skacky
I paid Mass Effect only 3 bucks (promos, weeeee).
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I won't say I'm an expert at designing SP levels, insta is probably wayyyy better than me, but here's my way of designing SP levels.
I begin with writing stuff on paper, like the main purposes of the singleplayer level, the general feeling, some puzzle ideas and I sketch some architectural details. Later on I begin to do various sketches like layout prototypes (that always end up changing anyway
), puzzles, game phases (like anguish/ambient phases and combat phases). I also write down my inspirations for this particular level, that will help me later if I forget things.When I have a solid base, I begin to write the synopsis, I flesh out characters when I want to introduce some (it is the case with E.Y.E), I detail the puzzles and phases and I add new ideas.
Then, and only after this, I open the editor and start the real work. I always thought and still think SP levels should be built a bit like MP levels. To explain it further, I'd just say that when I design a SP level, I always put one or more paths to get out, so you'll never get stuck. Of course there are some areas when the player needs to take an unique path, but they are very rare. After I get prototypes of puzzles (if it has some, of course, it's been a while since I designed puzzles, E.Y.E doesn't have a lot of them), playable areas, combat phases and ambient sections, I begin to add more stuff and when I think the level is playable after some playtests by myself, I give it to some trusted people whose feedback is great, and then I rework stuff.
My work on E.Y.E SP levels is more about designing big and atmospheric levels, since I don't really put NPCs and stuff (someone else does and this dude is awesome), but I always start imagining and writing stuff down like I said at the beginning. That's how I roll.

Oh and sometimes, but rarely, I do something and see what happens. If I find it good, I keep it. Otherwise I rework it, or I ditch it.
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They said it was only a placeholder. The voice acting isn't very good, but the animations and emotions of the sphere were amazing.
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I jizzed a little.
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Dude, you're a monster. I can't wait to play it!
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I'm really, really impressed.
Source looks gorgeous now.

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Super disappointed.

However that trailer kicked ass.

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Damn you, I want to play DK again!



And if you have some troubles with Deus Ex graphics, some enhancement packs exist (with fog, bloom etc)
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I'm really impressed guys, amazing work. Though I don't like something in the robot thing in the second pic, but I don't know what. It's a bit too bulky and not fearsome enough.
Anyway that was crazy!
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Oh my god, Bulletstorm is so incredible!

I loved Painkiller, now I think I'm in love with Bulletstorm too. Keep it up People Can Fly!
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If you can ignore the horrendously small playable areas and the annoying loading times between them, I'd say it's not bad.
(it's the same case with Thief 3).
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There has to be Hurg and the Cooper & Norman site, otherwise Mapcore will hunt you down, Klein.

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These artworks are crazy, just crazy.

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I wanted my cake!
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A bit Thief-esque, I'd like to see more.

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Yeah, it's totally that.

Deus Ex 3 looks really like a blend between Ghost In The Shell and a yellow Blade Runner. I can't wait to play this game.
