It looks like a very interesting technological challenge to solve, and you've done so very effectively but engineering play and technique should not be the driving force of the game. The burgeoning stylistic notions and technological limitations forced artists and programmers to focus their efforts in the real important points, resulting in a very economic (in use of technique not cost) yet effective style. The same with the lighting tricks: they are great and beautiful, and seem to work perfectly - but that sort of thing was just not available then. Ferrari's artwork is fantastic and gorgeous, but it is too exceptional and intricate for the stylistic and technological notions of the time in which it is supposed to have taken place. I am absolutely in agreement with you: Mr. This is what I was afraid of when I mentioned the art style in previous posts. Why are you still looking at the temp inventory icons? There will be a polish pass on all of the final rooms, but that won't happen until everything is in the game, probably around January. Mark spends a lot of time on color and light, so making changes to the black and white version is quicker. We take these small steps so we're sure of everything before too much time in invested. It's all bla-bla-pixel-bla-bla-vanishing point-bla-bla to me.Īfter the black and white had been in the game for around a month, Mark went on to the final stage seen in the video. Hopefully we can get Mark to do a post on his process. He likes to work in black and white so he doesn't spend valuable time on trying to figure out colors. It feels less cramped with a small parking lot.Īfter it had been in the game for a couple of months, Mark took a quick pass at a tight layout in black and white. One of the changes we made as the move the building over the right so when you entered from the left, you weren't immediately at the building. As soon as you've invested time in something, it's hard to throw it out, even if it's the right thing to do. It's not worth spending too much time on the wireframes since we want to have the freedom to cut or completely redo the room without any loss of work. There aren't any feelies in a torrent file so what's the point?Īdvertising - Don't advertise your games in this subreddit unless they are of the Adventure Game genre in some shape or form.We started out with a quick wireframe version of the QuickiePal, just so we could get a sense of how the room fit into the overall game, how wide it should be and other very basic layout issues. Spoiler tags must be used! Yes, even if the spoiler is for a 20 year old title.Įxample: (/spoiler)] Despite rumours to the contrary, the genre is decidedly not dead. They are often linear but many modern titles have experimented with branching paths, multiple endings, and innovative gameplay elements, such as Resonance's short-term and long-term memory feature. Gameplay usually consists of dialogue and environment-based narratives explored via solving puzzles. What's an adventure game?Īdventure games are typically story-driven titles in which the player assumes the role of the protagonist. Subreddit for the discussion and appreciation of the adventure game genre.
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