FreezeME is a 3D platformer deliberately designed to resemble platformers from the N64 era.
The main distinguishing mechanic is that the protagonist "R" can take pictures and “freeze” for a short period of time enemies and objects, generating new and interesting gameplay situations.
“R” is hot on the trail of her best friend, “M,” who has been kidnapped by the evil Fat the Cat who is attempting to create a “Free-Dog-World”.
PC, MAC and Linux.Consoles might be considered at a later stage.
Windows XP with SP2 or later, Ubuntu Linux, version 10.10 or later o Mac OS X Snow Leopard 10.6 or later.Graphics card with DirectX 9 level (shader model 2.0) capabilities. Any card made since 2004 should work.1GB RAM and 5GB FREE SPACE
Early 2015.
Hello everybody :)
As mentioned yesterday FreezeME kickstarter went live today, please help us spread the Word!
Thanks!
It´s been a lot since I posted something here, but I have plenty of juice news to share... ;)
Quick video to show you the things I´ve been working on recently: new running animation, animation blending based on analog input, head-look-at controller...
Hello everybody :), Just got the alpha 0.31 out. You can download it here:)
I'm played this game in the Wii U.
This comment is currently awaiting admin approval, join now to view.
This is a great idea! I wish there were a few more games out there like this!
Uoah! Nice game you got cooking in there!
Maybe this can sound cynical but our projects have a loot of similitude! We want to catch the essence of N64 / PSX era!!!
Love it so much, count with my votes.
-Rob
Thanks Rob! I have to have a look at ur game now:)
Wood trees have some holes in foliage or clipping/Zbuffer issue, is that normal ?
-When player comes to pork, the prok rotates too much directly to player, better smooth rotation to player move.
-Porks animation when talking is too speedy : make them almost agressive and not cool, as NPC they should be calm.
Keep such animation for danger alert cinematics instead.
-Birds are very speedy when player arrives, they could fly away, and fly each on is own direction or each patroling in the air somewhere else or on moutains.
Caus they sta in their place flying around very fast : looks weird.
I have a question :
How do you done textures ? hand painted, photo references for some or a mix ?
Wow, that's really nice and detailed feedback supragamer!
The shader on the trees is just temporay, some of the meshes have only one side. I didn't have time to duplicate the faces so I created a 2 pass shader with culling front and then back activated, so that's the reason why they look weird, it will be solved at some point :).
Also, all the other suggestions are really valid and relevant, and all of them have been added to the todo list!
As for the textures, I bought most of them on online shops, not sure what the creation process was for most of them, but I looked for hand-painted-cartoonish ones :)
Thanks again for your help!
Last video is amazing.
Looks Pro quality game.
The pig cartoon animation is great, the new cartoon fire effect is great also. I think your Steam campaign is already win.
I hope you can make others levels as well polished :)
Some critics :
The last pig Text is TOO LONG.
You should split it up in two windows text :
- one saying what is going on
- a next one where he tails what he wants and give
That's how many games do : multiple windows of text instead one long , borring to read, with all texte in one block :(
Keep the good work.
Just a question :
How do you have done in BLender the physic hair ? and the photo device to be physic also ?
All physics ?
Thanks so much for the comment supragamer!
The split text feature is in the todo list :) thanks for the suggestion!
As for the animations, it's all baked in the animation, no real physics in-game. For more specific information contact contmike (on his youtube channel) should be able to give you more precise answers :)