>Humanity
>Fear of nature
>Lust to separate the construct "self" from nature and natural law
>Kill all the animals
>You're still an animal
>Humanity
>Fear of nature
>Lust to separate the construct "self" from nature and natural law
>Kill all the animals
>You're still an animal
Right now it looks like the energy arcs are just a flat mesh. Though I'm guessing they're placeholders.
Good luck I suppose. I'm curious to see where this will go, mostly because any other anime based project seems to dissolve away and be abandoned.
Maybe you'll redefine that.
I just called the cyber police.
They're on the case.
Verbalization isn't quite my strong suit, however, for lack of better terms, when I look at this screenshot I can feel my feet on the ground. And the cold resonance of the rocks surrounding, and the cold air pouring inwards.
Needless to say, this is a good thing.
Looks interesting. Though I've always been a fan of the oversaturated light appearance.
The mere trailer for this game disturbed me. Just watching it practically induced some kind of panic attack. That's curious in it's own right, I've seen some disturbing things in my life.
In any case. I like it, quite a lot. The monotonous, lonely background track. Reminding of being disembodied and mentally "off somewhere else" alongside the building sound around in. Rising, become more and more intense. I almost feel like you intended some form of symbolism with that.
I'll certainly be tracking. Its perfection almost makes me afraid to see it changed, but I'm curious where you'll take it nonetheless.
I'm not fond of the heuristics based approach, as I think without a true divergent way of assessing the data gathered, you stand a strong chance of hindering legitimate players. That is not fun, fair, nor balanced. It just makes a mess of non-equivalency and ups and downs. In many cases, I can even see it punishing a good round for someone. Punishment is something inherently to be avoided in game development.
I can see a heuristics based approach being quite useful, but certainly not in the proposed form.
No, and you can't make me.
This game is clearly very atmospheric, so I'm just going to suggest, do something about the firearm? Don't get me wrong, I like a duality, or a contrast drawn between reality and unreality, but it doesn't seem to mesh. Perhaps have the ability to holster / lower your weapon? And have a different movement capacity when you do so.
I see. It looks good in any case. It's just difficult to tell without seeing it in-engine.
One thing that came to mind, is using the weapon to enhance atmosphere. By that I mean, if the lights on it had a vague emissive property, it would not only serve to liven any given scene or situation, but inadvertently add to gameplay as well.
Either way, looks good. Curious how it will all play out.
Providing feedback =/= flaming.
Posting an image holds little to no value if the intent isn't to garner critique, both positive and negative. Its all contrast to later branch from.
Its a good diffuse, but it looks like it's missing normals / specular? I might be wrong, but this could be the reason the poster above is thinking it lacks that sort of "pop" people are accustomed to.
Maybe move the satchel bag from the front of him. Two reasons. The way our muscular systems are arranged, and produce force, makes them very bad at still functioning efficiently with weight hanging from those points, say nothing of how it physically gets in the way and is difficult to reach into.
Secondly, as touched on above, it hinders movement. Can't go prone, can't bend the legs freely at high velocities, so on and so forth. Maybe if you made it double as body armor.
Thats my two cents. The rest looks great.
Weapon models need some work, in terms of their size. Their shooting posture is also a bit...awry. Would make balancing recoil difficult.
Nicely done, other than that.
Assassin's Creed. The only franchise where you can go and cook dinner, and not miss the end of the credits.
Is this...Pompeii?
It is by definition, outdated. As time goes on, technology standards change, tools improve, support improves. Source was designed to be very modular, which is why the engine you see today is still somewhat viable. But its clear you came here with a made mind, its clear you are a blind fanboy who only listens to the resources that gives him the answer he wants, and its clear you've never once developed anything with source.
Outdated =/= useless. But the tools are horridly out of date, and the overall workflow is not good for commercial development.
Look at all the facts, not just the ones you like.
Beautifully done environments. Very inspired.
One thing that was jarring was the firearm's lack of recoil, and odd muzzle flash.
These are some pretty well done foliage. Beautiful texturing.
This reminds me of "The Spire". Did it die, and this come up in its place? Is this a derivative of it?
Highhhh mmmmmaaaaaaaannnnnnnnnnnnnnnnnnnn......
Hexagons are a geometric shape, any connotation associated with them is as a result of individual associative memory related reactions, or inherent aesthetic interpretations. They have no universal function or result, its all about how they are played upon.
Hexagons, as imprinted clothing works well because it insinuates multiple angles of movement in the material, but they risk being generic. The problem isn't hexagons, as the loud mouth poster above tried to imply, its actually how they're executed. It can work, but I'd recommend the hexagons be a secondary structure in the texture. For one, it gives you a greater capacity to avoid seams, and for another, it looks much less plain. More depth to it all, and the complexity prevents the mind from fully loading it all into working memory. Stays interesting much longer.
I like the gloves quite a bit, and how they highlight the finger joints.
I like the idea of infinite terrain, for some applications and playing styles. But perhaps it would good to include an option to generate finite worlds that loop back onto each other. It would be easy to calculate for an artificial horizon giving the illusion of curvature on smaller planets, and the world could ultimately loop back on itself. The world could still be massive, and use the terrain generator, just have it loop back.
The reason being is, despite different planet types and environments, infinite worlds somewhat invalidates space travel and exploration, and makes it something more of a "for sheer curiosity" endeavor. Even if they hold new materials. Spatially, it would also be easy enough, and more immersive to calculate on what continent, in what area you're going to land. Depending on planet size, and the overall layout. (Drawing the illusion theres even a spherical play space to begin with.) Making logistics play more of a part.
Just a suggestion, but would be pretty neat to see.
I don't know why they didn't include pre-releases in the launcher months ago.
"[X] Update to pre-release versions. Apply preferences."
At most that is all it would be and would just would take a few lines of code that references a different table stored on their server, and a function to save that setting accordingly.
No idea why that isn't reality yet.
Understandable, I'm just putting it out there. I will say "Kyle Rogers" does flow nicely.
I...honestly think you should rename the main character. I apologize to any "Kyle" that may read this, but it simply doesn't make a good or immersible name. Lacks solidity, too floaty.
1, 3, or 7.
What sort of water rendering mod is this? Does such a thing exist for oblivion?
I've been looking for one quite a while.
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