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Posted

very cool, although I feel like the weapon should be more smooth and not so pixelly since it's basically in the player's face.. but I guess it's what you're going for.

Posted

very cool, although I feel like the weapon should be more smooth and not so pixelly since it's basically in the player's face.. but I guess it's what you're going for.

 

I actually tried making them higher res and it felt kinda weird, with everything else being fairly low res. It was also a lot more work to do :P

Posted

very cool, although I feel like the weapon should be more smooth and not so pixelly since it's basically in the player's face.. but I guess it's what you're going for.

 

I think the effect is awesome, it's just too pronounced right now. A little bit more subtle basically, maybe twice as subtle, twice as small little dots, and then it's fine :)

Posted

It's nice now, we are actually 5 people cramped in a very small office.

2 Art 2 Level 1 Code. We hired two interns so.

The added artist Victor (new guy) is actually a lot of help and now we can have Christian work more on characters and animation and Victor on environment art. I try to help out with art where I can, but I don't really need to do that as much any more, which is good, now I can focus more on design things.

 

Art is being produced very fast at the moment, but it lags from code with implementation of features, but that's obvious, a lot of things right now are non-gameplay related engine issues. For me and Erik (other new guy), levels are very dependent on code, so we can really only produce layouts and artpass, not do any scripting, open doors etc =) It doesn't matter that much right now though, I know Myran will eventually come to add all features we need in time for the big level crunch =)

 

 

image

 

Random art.

Talos Principle?

 

 

Yea, we are allowed to use that stuff, since it was supposed to be a Serious Sam puzzle-feature anyway, but they branched it off as it's own game. As heard in the Talos dev video about SS4.

The idea came up one day, cause we were talking about adding a "lobby game" that you can troll around in when chatting before playing and then we thought about the tetris puzzle from talos and then since we have a reserved slot for "items" in game like the land mine, why not see if we can use the jammer to shut off turrets and jam laser doors, just like in Talos =)

Posted

Hi everyone. I want to introduce you a game we are working on.
The idea is the same as on all other dungeon crawler games: explore dungeons, find hidden rooms, kill monsters (or at least try to kill) and solve riddles. We also want to do some side quests.

So far we have good quality textures, load/save game system, good quality custom shaders, few parts of GUI, item manipulation and a original soundtrack.
The game uses JMonkeyEngine 3.0

Here is a video. Enjoy.

 

Posted

Side quests, unique AI for every kind of monster, teleporter to village, boss monsters...

 

LoG takes too much from Dungeon Master (a game from 1987), even some riddles and part of dungeons are copied. We want to be more original. Besides that, what's the difference between each fps game?

Posted

Sounds interesting, so there will be a hub that the player can access then?

 

That what is the difference between fps games is a bad argument and a none started, a lot is different between most shooters. Guns, the way you move, enemy archetypes,, level design, aesthetic, mechanics, etc.

 

Currently a lot of the things in that video are like for like with Legend of Grimrock, the doors, the levels, the floor trap, the aesthetic. I don't have a problem with people making similar games, but it is a valid question and you should be ready to get a lot of comments like it.

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