Mr. Tibbs on 9/8/2013 at 10:12
Just beautiful work. I would love to play this! Keep up the great work.
Chade on 26/8/2013 at 21:23
Can you rip of the clothing a bit more and just generally make it more obvious that it's a zombie? It's obvious when you see the face close up like this, but I can see it being hard to tell in the actual game. Maybe break the line (air supply?) from helmet to backpack? Expose one dilapidated hand?
Unless you don't want to hit the player over the head with it, of course, which I could certainly understand.
(EDIT: Suggestions aside, I think he looks awesome ... forgot to say that :p)
Re: your website, it looks nice and very polished. I do wonder if information about Solarix should be displayed more prominently in your landing page. Nitpick: the grey text in the sidebar is almost indistinguishable from the background.
Muzman on 26/8/2013 at 23:35
480 video with mono sound? Why must they torment me so.
Alright, these crumbs will do... for now
ZylonBane on 6/9/2013 at 01:45
Impressive environments, but I thought we'd gotten over the glossy specular-crazy thing years ago.
Flux on 6/9/2013 at 03:23
I wish we had ZB, no. I learned the hard way that whenever somebody made some derisory comment over some screens, I cranked up a bit of specular power, sent it back, and the client got happier for most of the time.
I don't know who's responsible for that but specular-craziness is what people look for and something indies want to take shelter in just be to safe.
Hopefully with physical-based game renders around the corner, we can return to normal, assuming gamers will prefer "reality", if marketed right. Having to market "reality"...
Also don't you love rps when they take words from your kitchen sink, we wanted to toy around "space/scream/audibility" but refrained, they did it for us.
EvaUnit02 on 7/9/2013 at 03:12
I saw a press release that these guys released.
Quote:
Solarix by Pulsetense Games
Release: Estimated 2014
Platforms: PC/Mac
Engine: Unreal Development Kit
Solarix is a first-person survival-horror game set in a beautiful (yet chaotic) science-fiction setting. The game follows the story of an electrical engineer on an off-planet colony, desperately fighting not just for his life but for what defines him as a human being. The game, story, and design are influenced by iconic science-fiction/horror games & films such as Alien, System Shock, Dead Space, and 2001: A Space Odyssey, while the gameplay is in part inspired by the stealth of Thief and Dishonored.
Our vision for the game is simple: horror that goes beyond jump-scares, into a deep feeling of unease and insecurity. Central to both story and gameplay are the monsters—human, yet totally inhuman—as well as the level design—humbling in scale and filled with detail—both of which are integral to the overall atmosphere of isolation and desperation.
We focus on quality over quantity and strive to maintain the initial goal: a genuinely scary game by all aspects of its existence.