JP, your TF2 background is noticeable ![]()
looking forward to test this map with y'all
JP, your TF2 background is noticeable ![]()
looking forward to test this map with y'all
Quoteyeah, I can't believe nobody got shot yet. The biggest injuries must be Walt's after rolling down the car seat. pff.
I think Walk gave up too easily. Of course, the scene continues on the next epi, so I'm sure something cool will happen. But I thought "Walt Heisenberg-mode" wouldn't give a shit about having Hank killed and should stay hidden while his gangsta crew arrived to clean the shit out.
Beautiful photography and great tense moments, though. Good epi, but the end got me a little disappointed
and less question marks
Quote from Warbyjo i am also looking for people to play with !
maybe we can get a full 4 player map core session going ? i know mazy also has the game
I'm online there, let's do eeeet!
(I couldn't find your steam profile
add me there, yo!)
- Work at a game company. Design games. Receive complaints that what you designed looks a lot like games. Try to keep your faith in humanity. Fail.
- Buy a neat and geek Tetris-themed coffee mug and take it to the office. See coworkers getting crazy about it while you receive a boost in popularity. See some disrespectful fool use your mug days later and mask your anger. Take it back to your home to avoid getting stolen. See your mug broken on the sink. Cries.
omg how the heck did I miss this thread?
- Design games that are fun and meet the requirements and then listen from the mouth of the company director, who previously mentioned he hadn't played more than 10 games his entire life, how they should be more game-ish.
- Spend your time researching things to improve the workflow and documentation. Then, hold your tears while you get a promotion rejected because you spent too much time without Microsoft Word displayed on your screen and they say how you should spend your time better.
I'm about to play it.
Who wanna join me?
I'll check this thread in 10 mins. If nobody wanna hangout, I'll play by myself lol
btw, hipshot! what crazily awesome post-effects you guys got there! O_O!
edit:
woooooh! the game is so fun and simple! loved the art style, the mood and the little secrets scattered around the level. I played as Warlock and got a combo upgrade. I could perform only a single combo, but I noticed its powerful effect. Gotta play more! Fun.
I agree!
It's improved, but tune the black a little down. 100% black is ugly (not being racist) and it would make difficult to see enemies hiding in those spots.
Ravage, c'mon! Give us some goddamn finished map! You can do it! ![]()
Thanks guys for the feedback ![]()
Quote from PuddyHow do you play it?
Quote from CorwinMy advice: spend less time showing and more time doing! This looks like very early stages still (or am I confused and you actually have it all playable and stuff?) and you should be using the time to develop and iterate, not to update a webpage with WIP comparison shots. Tweaking colors can come later, when it's all working. Don't run before you walk, at least that's what I'd tell you if you asked
So, the game is playable. Not completely, at this point only the first levels are implemented as I'm developing more stuff daily. But, the game works ![]()
-> Here's a question:How could one showcase mechanics/ levels/ etc of a puzzle game, with finite puzzle solutions, without "giving the answers"? As much as I'd like to record someone playing the first level, where anyone would be able to see the basic mechanics and understand the game, I don't think that'd be the best idea because who watched the video would know the solution of that puzzle, removing the surprise when playing the game afterwards. In other words: how could I show you guys how the game works/ how puzzles are solved in this game without spoiling everything?
Related:
"How to build a AAA studio" http://www.gamesindustry.biz/articles/2013-09-06-how-to-build-a-aaa-studio?
Ubisoft Toronto team below. I found Jobye/ Deceiver. Where's Dark and other mapcoreans?![]()
[Blocked Image: http://images.eurogamer.net/2013/articles/1/6/1/3/8/2/2/137847816882.jpg]
Quote from SenturaIs it antichamber? Because if it is I'll probably buy it. I don't think subtle color gradations are more important than getting across your puzzles more intuitively. #my2cents #ggwp #yolo
No, it's prochamber!
lol
subtle color gradations? what do you mean? the black strokes I removed on that iteration?
Smart moustache placement and black bar censoring the eyes to avoid (im?)possible problems in the future, while still being recognizable by the Hurg family ![]()
I'm sure you guys will land on a great team in no time!
The question is: which team is going to get lucky? ![]()
Thanks for the key, Hipshot!
And wow, looking for an office? You guys are really successful! uber happy for you, good job
I'll try to play this weekend. If anyone wanna join, my steam ID is: intelect0
Quote from 2d-chrisa map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all.
Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography
)