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Posts posted by Diego
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At these small distances the effect should be really small. Also, notice that light plays a role in the formation of this "fog", after all we only see the sky as blue during the day. At night the atmosphere becomes much more transparent.
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I like lock picking in TDM but I agree it gets boring after a while. Making a lock picking system that doesn't get boring after a while sounds pretty difficult though. It will always be a mini game that you have to play over and over again.
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I'm from Porto Alegre, Brasil (or Brazil). It's a bit too hot and violent for my taste, but I love my city
It's quite big but still manages to maintain lots of trees.
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Pretty neat! That might be of some limited use for games.
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Good to know
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Looks lovely! It does seems less humor oriented than the classics he made though, especially the art style. To me humor is what made his adventure games special in the first place, in my humble opinion.
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"very sophisticated noise" lol
I never paid too much attention to this sort of stuff but it's not bad. I don't see myself listening stuff like this for my own pleasure but I see how this would work in a context (films, games etc)
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I never considered the sound effects bad. But, except for music, I'm not a sound enthusiast
For me the weakest link is the editor, despite it already being a great tool. Let me explain. The whole game is sustained by one big pillar: user content, i.e., maps. And that pillar is held by the editor. Thus, to me, the editor should be the focus of everyone's efforts, so that creating maps for TDM becomes easy and maybe just as entertaining as playing the game.
The only reason I'm mentioning this is because of the subject of the thread. Unfortunately we can't really decide where to focus in a project with this kind of organization. We take what we can get!
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Experience with the previous contests indicates that people have great difficulties in delivering their work before the deadline
I suspect that has to do with quality standards, and short deadlines eliminate it.
The idea of week long contests isn't to produce high quality and polished results, but working prototypes that you can finish up after the contest if you like. My opinion is: I don't think it would hurt. Worst case scenario is the week would pass by and no one would deliver anything. Lesson learned. Best case scenario? we would end up with something like this. Not finished products, no stunning visuals or impressive scripted events, just sketches of missions with a good layout and gameplay elements.
Also, limiting size is tricky because people can cram a lot of stuff into a tight space, so that's not a good measure of anything. I think the result would be claustrophobic and epic missions that took months to complete.
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Has there been any speed-building competitions before? I'm a big fan of competitions like the Ludum Dare where contestants have a very short timeframe to finish something playable.
Sometimes giving people clear limitations can bring out really cool projects. Limiting the timeframe is one thing, but you could also do things like limit the size of the level (as an example of a similar contest, Doomworlds Congestion 1024 maps are some of the most clever Doom maps ever IMO).
Having a deadline can motivate some developers to finally finish something, and once you have that first project under your belt its much easier to continue creating and publishing content.
Exactly! I participated in a couple of game jams at gamejolt, one was only a weekend and the other a full week. I think these were the most productive days I ever had developing a game. The whole environment feels productive and competitive, people video stream their works. You really learn to prioritize in such a tight schedule.
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It's weird that I'm starting this topic, given I do not make maps. But I'm thinking here, I know you mappers need a lot of time to finish a mission, months at least, but I propose making a contest that lasts one week. "Impossible" I hear you say, but it isn't! what is impossible is to make a polished mission in a week, but you can do the polishing after the contest.
I say this because I've participated in a couple of game jams, game development competitions that lasts one week, and if you can make a game in a week you can definitely make a map in the same time. Just focus on gameplay and functionality. I think it's a great exercise and it's a much more fun and interesting experience. Just compare with this latest contest, I didn't even know it was still running and it only has 3 entries. Boring! no matter how great the missions are. It's also a less daunting task, as counter intuitive as it may sound, because if you have months to conclude a mission you konw you'll be competing against potential master pieces.
Anyway, just an idea
share yours.
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Great stuff!
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Great mission! thanks
This is my favorite kind of mission.
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I haven't shown any mapping work for a while. Let's update a little.
I've been building some LOL (Life Of Luxury) modules for some really fancy manor interiors.
Looks great!
these materials could use some more prominent normal maps though. Or even more polys.
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I don't think about pixel art as retro anymore, it's an art style that stands on its own.
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I'm really excited about this game! check out the trailer:
website: http://www.asthreeworks.com/games/
They have a kiickstarter and greenlight going right now. I want to give them all my money.
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I love this game!
here's a fun poem made by Yahtzee:
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Are you guys serious? I think this animation is fantastic!
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What an awesome prototype! I'm hoping they find funding to develop the game.
The only thing fair to criticize in a prototype is the actual game design, and I have one. I love the aesthetics but sometimes the pitch black shadows simply swallow everything, I can't tell what's a wall, what's floor etc.
The basic gameplay mechanics are great, very original, very creative. The demo is easy but that's just a matter of designing harder levels.
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Looks interesting. Downloading
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The only argument against this I agree is the one where the music tells you when you're seen. But you can't not know you're in a fight! and as much as I think this game isn't about fighting or anything action related, these things are a part of the game, I think some different atmospheric tunes for battles could be interesting. As long as they don't give additional information to the player, but that's a problem, isn't it? when does it start playing and when does it stop playing?
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Something that might help do that is configure the 'use' button somewhere near the wasd keys. I use the standard enter, which is terrible! using flashbombs quickly is impossible.
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A Machine for Pigs sucks, avoid if you liked The Dark Descent. Condemned is a really really creepy game if that's your thing, same with the Penumbra series, and Vampire Bloodlines is one of the best games ever (though you have to patch it first or you'll be in a world of pain). Painkiller is a cool FPS but avoid the addons like the plague, Soul Reaver is a classic, and F.E.A.R. 1 has the best close quarters combat I've ever seen in an FPS. Natural Selection 2 is a great multiplayer game and They Bleed Pixels is a cool but insanely difficult platformer with combat. Other than that there's nothing really exciting.
Oh yes and I Have No Mouth And I Must Scream is a classic. Everyone should play that.
I'm not hearing good things about machine for pigs, what a pitty :\ This developer was going places, what happened?
Fan Mission: The Gatehouse by Bikerdude & Goldchocobo (updated 02/11/2014)
in Fan Missions
Posted
Loved it! What an experience! The visuals were stunning.
I think my favorite visual part was when leaving the fiery cave into a tunnel, and at the end of the tunnel I could see some structures embedded in some lime green light. Very nice combination, and a soothing color to see after a while in red hot lava.
This mission would actually fit very well in that unusual gameplay contest. Very adventuresque, solving puzzles and riddles and combining objects and only one case of sneaking. I was particularly happy to realize this isn't a horror mission as I was expecting (but maybe the expectation kept me on my toes, enhancing the tension). And even the part that did have some ghosts to sneak it wasn't horror-like at all, as the protagonist sees them from a distance and fearlessly states the obvious. Having a scary encounter with undead would break the adventuresque feel this mission.
I did have a few quickloads but not enough to spoil my enjoyment.
By the way, is there an ending video? I didn't get one, it froze until I clicked and was sent to the stats screen.