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bokeh

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  1. bokeh

    red riding hood

    I like your artwork, & I think you should leave the Polish text untranslated. The gameplay & affordances should speak for themselves plus it's more exotic without localization, like some baffling Czech animation you catch on tv late at night. For contrast in the world switching, there needs to be a substantial mechanical difference. My suggestion would be that the gloomy world is the depressive-realist view of your downtrodden protagonist, & the other world is her escapist fantasy where she's a wall-jumping parkour ninja: 1984 meets Mirror's Edge (which I suppose would be a bit like Brazil, Terry Gilliam's take on Orwell's nightmare). In any case, my main suggestion is make it faster & jumpier
  2. Question for the Cryengine devs & modders here - I'm from a Source modding background & interested in prototyping a puzzle game, & the flow graph editor looks perfect as a visual scripting system for someone like me who can't program. In Hammer I did a lot of work with brush objects (the equivalent of solids in Sandbox it seems), turning them into moving or physical objects. Could you do the same with solids, for instance using the Flow Graph to transform them or alter physical properties?
  3. what about opaque deadly slime instead of water? fixes your exploit & could raise some floating physics objects to use for accessing new levels.
  4. superb mapping & attention to detail, would liked to have had more recorder puzzles though. looking at the blog post on your i/o work & use of scripted sequences, i'm rusty on source mapping but would it be possible instead to spawn path tracks at the player position on a timer (eg at 0.5s intervals), using the point_template name fixup to order them sequentially (or a logic_case with prenamed entities), & then send a tracktrain along the path? that way you could play the recorded position backwards & forwards smoothly, plus alter playback speed as you would with cached data.
  5. As an extra rule, how about using only the basic logical scripting entities, brushes & effects that are shared by Hammer, UnrealEd, Sandbox, Unity etc? Universal things like logic nodes, trigger brushes, simple effects & the like, while avoiding the very game-specific & heavily coded things like Portal's portals.
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