henke on 26/2/2014 at 09:13
I like all the clutter on the kitchensink and the lighting in the dining room, but overall it still feels a bit cheap. It's a lot of little things, like the grain on the woodmaterial on the doorframes running horizontally instead of vertically up the sides, and the faces looking like something that's been drawn in MS Paint, and the low res textures. Since the 3d models are already very simple you shouldn't skimp on the quality or the resolution of the textures. Some antialiasing and subtle depth of field would help as well. And also try some other color lighting than just the standard white. Some warm yellow/orange might work well in the dining room or bathroom.
Don't settle for what you have now. Keep working at it because there's a lot of potential here! :)
PigLick on 26/2/2014 at 09:50
Potential, yes. Listen to Henke, you will.
End of game is airship exploding in a rain of fire.
Yakoob on 27/2/2014 at 04:07
Ya henke thanks for not bsing around and pointing the small things (like the direction of wood grain), very useful to hear! Keep it coming (and dear god do sign up for the alpha testing when time comes around hehe)
But no, I am not settling at all, this is NOT the final look of the game, just a first pass. Like I said, majority of the texturing/lighting is just placeholders that will be improved upon. But I need to get everything in in its most basic form before I can iterate over it, hopefully with the help of people who are more talented than me :p.
And ice, (
http://koobazaur.com/whats-next-info-new-game-learning-unity-dev-fail-video/) here's a bit more details about what im hoping to achieve.
Muzman on 2/3/2014 at 04:16
Sigh.
I guess this goes here:
(
http://www.youtube.com/playlist?list=PL7QKnXW06aNhAARgwJhQbgQkuftkhyXdj&feature=mh_lolz)
...yeah. I'm LP-ing a game. Even (slowly) working on a sort of channel brand (not really there yet except the series name). I may lose any respect I have left.
The thing with all this is it's usually either the player or the game people watch these things for and I'm not really sure there's much to recommend either. I think I'm getting better though.
I'm going to do a big sort of analysis or discussion of the pol-sci-fi aspects in the end and I basically had to get all this footage anyway to get the source material, so why the hell not I thought.
Al_B: Discussion about Invisible War moved (http://www.ttlg.com/forums/showthread.php?t=143442) here
Yakoob on 3/3/2014 at 23:26
Well, tis been a productive week...
gkkiller on 6/3/2014 at 11:37
This has been around in games a lot recently.
Thief,
Hitman: Absolution, and
Splinter Cell: Blacklist (you hide bodies though, not yourself) are the ones I remember. Maybe you shouldn't advertise it and just leave it as a cool technique for players to discover?
Also, I really love the edges on the locker slits or whatever they're called. It looks shiny and stylised and pretty awesome :D
june gloom on 6/3/2014 at 20:14
Hell, Metal Gear Solid 2 had it.
Yakoob on 7/3/2014 at 14:11
Oh yea for sure, I'm not claiming this hasn't been done (to death) before. I guess I was just excited how I came about it - there is no special camouflage object, there is no "press E to hide." I just made a simple locker, then when testing decided to go inside, closed the door behind me and suddenly realized "ooh..." A bit of emergent design :p