SubJeff on 7/3/2014 at 15:52
That's a great discovery. Is it the door that occludes their vision or something?
This is looking fab.
Volitions Advocate on 8/3/2014 at 03:26
Nice work Koob. I'm digging everything so far.
Yakoob on 10/3/2014 at 04:48
Thanks for the compliments guys and nicked, that's cool. I want to fastforward like 10mins in when the whole stage is just rife with tons of overgrowing vegetation :D Is it mostly background or are you basing gameplay around it somehow? Looks like it could have some interesting potential there.
EDIT: Playing around with new level and stealth mechanics, figure I'd have some fun and pay a little inspirational homage ;)
Inline Image:
http://unboundcreations.com/images/karaski/devblog/karas32_paying_the_homage2.jpg
nicked on 10/3/2014 at 06:51
Quote Posted by Yakoob
Thanks for the compliments guys and nicked, that's cool. I want to fastforward like 10mins in when the whole stage is just rife with tons of overgrowing vegetation :D Is it mostly background or are you basing gameplay around it somehow? Looks like it could have some interesting potential there.
If one of the seeds hits the player, it grows out of your head and kills you, so it's an obstacle to be avoided. There's also a few limits in place to stop it getting out of hand.
Love the robot! Makes it look like one of Sliptip's futuristic Thief missions.
gkkiller on 11/3/2014 at 11:07
Just wanted to say I enjoy your dev diaries, Yakoob, and I'd love to play your game when it's done :) I also volunteer as a playtester!
Regarding the verticality problem ... make it more risky. Too many games fall into the trap of making verticality risky by putting guards up high. Instead, make the guards shoot at you ... and make the guns massively OP. :P
Yakoob on 15/3/2014 at 03:30
That actually makes me want to go get Shadowrun just so I can play :|
EDIT: On my end, I've gotten a proper player controls going (yep, there's lean!) and been crafting gameplay. You know, I was sneaking around vents, running away from guards, with Deus Ex soundtrack in the background and realized... it kinda "felt right." Hope I'm on the right track :)
Inline Image:
http://unboundcreations.com/images/karaski/devblog/karas36_ventshafts2.jpgAlso, pondering creative obstacle<->tool systems, I figured having an outside depressurized/cold walkways could be interesting. I'm considering whether I should make them require a special oxygen mask or... getting yourself drunk to stay warm :laff:
Inline Image:
http://unboundcreations.com/images/karaski/devblog/karas37_walkway_to_heaven.jpg
gkkiller on 15/3/2014 at 06:25
Quote Posted by Yakoob
That actually makes me want to go get Shadowrun just so I can play :|
EDIT: On my end, I've gotten a proper player controls going (yep, there's lean!) and been crafting gameplay. You know, I was sneaking around vents, running away from guards, with Deus Ex soundtrack in the background and realized... it kinda "felt right." Hope I'm on the right track :)
Inline Image:
http://unboundcreations.com/images/karaski/devblog/karas36_ventshafts2.jpgAlso, pondering creative obstacle<->tool systems, I figured having an outside depressurized/cold walkways could be interesting. I'm considering whether I should make them require a special oxygen mask or... getting yourself drunk to stay warm :laff:
Inline Image:
http://unboundcreations.com/images/karaski/devblog/karas37_walkway_to_heaven.jpgI love that weird compass thing you've got going on in the corner XD and haha, those screenshots actually remind me a lot of the Panchaea level of
Human Revolution.
Sulphur on 15/3/2014 at 07:09
The weird compass thing in the corner is the direction of the X/Y/Z axes for reference when you're modelling stuff in 3D space. That's a shot from the level editor.