Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Advanced search

1083653 Posts in 44632 Topics- by 36578 Members - Latest Member: Helios

January 26, 2015, 06:27:08 AM
  Show Posts
Pages: [1] 2 3 ... 15
1  Feedback / DevLogs / Re: Karate Dino on: December 01, 2014, 07:54:31 PM
This looks great.

The one thing missing is the "karate" part I think. Would be nice if after jumping over 10 dinos, your 11th jump would be a tornado kick or something that can be used to attack. Or you can collect a floating star/whatever powerup that makes your next jump a jump-kick. Something to extend the mechanics and reward a bit without losing the one-button part.

For ducking, you don't need any player input. Just automatically duck under certain enemies in certain configurations. Learning when not to jump is enough of a challenge I'd say.
2  Feedback / DevLogs / Re: Machiavillain on: November 24, 2014, 06:03:59 AM
We liked this one (kind of german expressionist-ish ?), but it would have quickly become unreadable so...

This is striking. Can't remember seeing anything else quite like it.

I think you could probably make it readable, but it'd require a lot of work and some sacrifices. If it were me, I'd spend significant effort on exactly that.  Grin
3  Feedback / DevLogs / Re: Das Boot [working tittle] on: November 24, 2014, 05:46:21 AM
...(If anyone has any suggestion, they are more than welcome!  Grin)...

Some random quick ideas:


Death At Any Depth

Death Tube

Variations: Submersion, Death At Depth, Death Hull

I'm sure there's a lot of cool submarine-related terminology that you could pull a good title out of. My one piece of advice is to avoid the temptation to use a term or phrase as-is since this will bury you in search results (like "Das Boot" would). So, for example, "Torpenator" instead of just "Torpedo".

Good luck!
4  Feedback / DevLogs / Re: Warboat (Local Multiplayer Boat Battle) on: November 23, 2014, 10:13:48 AM
Your latest shots look fantastic, but I have to wonder how this work relates to making a fun 4-player battle arena game. Some of my wondering:

1. If I've learned anything from other local MP battle games, it's that the framerate is absolutely critical. The work you're doing with subtle shader effects is trading framerate for fine details that are not meaningful to the gameplay and may not even be visible at the normal zoom distance.

2. The environment feels thematically wrong for cartoonish renaissance-looking characters in little cannon-armed paddleboats. I would've expected something more in line with that time period (small dock off an island paradise, in a mediterranean port amongst larger ships, etc) instead of a post-apocalyptic swimming pool.

3. I don't predict much strategy with a wide-open pool. Do you have plans to add obstacles or other interactive elements to the play area?

I don't mean to get you down though, I really like this project. Smiley
5  Feedback / DevLogs / Re: Das Boot [working tittle] on: November 23, 2014, 09:47:10 AM
This looks great. Just tons of potential. I especially like the how naturally the split screen view works for this setup.. And the weirdness level is a great idea too.

Keep at it. You're gonna have an awesome game on your hands. Smiley

(Change the title soon!)
6  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: November 21, 2014, 03:31:19 AM
I thought there was already frozen muzzleflash/smoke in the current build?

Yeah, the dust system is in the public dev build. Just didn't have time to post in the devlog about it until now. There's one more thing I want to talk about in that build (sound and voice stuff) but I'm not sure when I can do that.

As mentioned before, I also had this feeling that the boat was not moving. So maybe if you add some cracking wood sound at random time it should do the "trick"

Were you playing with the sound on? It currently plays a good number of creaking wood sounds, mostly audible inside the cabins.
7  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: November 21, 2014, 01:54:48 AM

After getting the basic gameplay down for the dev build, I wanted to add something to enhance the sense of volume and 3D-ness in the flashbacks. The gimmick is that you're able to walk around in something like a 3D picture. That's not so special when you're already walking around in the same environment before and afterwards. It needs something "otherworldly."

My first thought was to invert the colors. Bad thought. Next, I tried just putting a bunch of particles floating around the player. That got the basic idea across but actual particles aren't well suited for low resolution 1-bit rendering: they pop in/out and they scale with distance. Those two problems led me directly to the idea of using a "true" point cloud:

Dust cloud in a test level

The points need to be exactly one pixel in size, no matter how far from the camera. Unity's built-in particles can't be restricted like this OOTB and they also have a lot of extra logic that I didn't need (almost everything), along with some stuff I couldn't turn off (lifetime). So I threw together a custom solution that surprisingly worked well right away.

To render the dust cloud, I generate actual little quads on the CPU. Each of the 4 quad points has the same 3D position with different UV coordinates to specify which corner of the quad it is. That gets picked up in the shader and transformed to be exactly one pixel in screenspace.

v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
// convert from homogenous
float3 screenPos = o.pos.xyz / o.pos.w;
// push corner out based on UV
float2 screenSize = float2(640,360);
screenPos += float3(1 / (screenSize * v.texcoord), 0);
// convert back to homogenous
o.pos.xyz = screenPos.xyz * o.pos.w;
return o;

Even with huge meshes and tons of quads the performance is really good. Probably because GPUs are optimized for churning through large static data sets like this. And that's another advantage of a custom solution over Unity particles: it's completely static, generated once at asset import time.

To make the points more legible in various situations, I invert their color against whatever's behind them. That took some finagling (and one of the renderbuffer color channels), but the whole greyscale/1-bit thing helped again here since there was a channel to spare.


One of the things I'd been holding off with this 1-bit rendered was support for partial transparency. Unfortunately, the public dev build has a gun-firing scene right at the start that calls for some kind of smoke/muzzleflash. So this needed to be tackled sooner rather than later. My first attempt was to just model and texture the smoke shape, apply an alpha shader, and render as usual:

Modeled smoke with transparency shader (lined)

Nope. Second try, remove the lines:

Modeled smoke with transparency shader (unlined)

That's much better from the side when you have a simple bright background, but completely illegible from the front. The poor mix of transparency and 1-bit-ness makes the shape completely disappear on an unsuitable background. Also, moving around the clearly-defined shape of the smoke makes it look cheap and fake. More-so than usual anyways. I tried a few shader tweaks to fade out the edges or otherwise mask the shape, but nothing helped much.

Dust Come Back

After messing around with the modeled smoke a bit, an idea came to me: why not use the dust clouds for this instead of trying to fake it with surface geometry. At 640x360, you can put enough single-pixel particles onscreen to suggest exactly the shapes I'm after.

Modeled dust cloud in-game

The tricky part to make this work was figuring out how to take the procedurally-generated dust clouds and enable modeling their shape manually. There are dedicated point-cloud editors but that's not something I want to deal with.

The solution ended being pretty simple. In Maya, I model the shape and subdivide it a bunch until there's an overkill of verts. Export that to Unity where an import script picks it up, shifts each vert randomly, and converts each vert into a full quad for the dust cloud system. The original shape's triangles are discarded. It's a lot of data but again, GPUs eat this shit up.

Cloud modeled in Maya

In another stroke of pure luck, this technique is much easier production-wise than modeling and texturing traditional geometry. My favorite kind of solution.

Action Lines

Replacing transparent shapes with dust clouds turned out ok visually, but not objectively great. The real win comes when using this same system to indicate lines of action. I found these a great way to make the scenes feel dynamic, even while perfectly static.

Action line in-game and modeled in Maya

This meandering path from otherworldy clouds, to transparency replacement, to action lines is one of the fortunate surprises that I really enjoy in game dev.
8  Feedback / DevLogs / Re: Vatnsmyrkr - Deep sea submarine exploration [GIF WARNING] on: November 20, 2014, 11:52:51 PM
Yeah, that's still only rectangles, tho. But perhaps I can have a mixed system that does this for rectangles and the "brute force" approach for everything else?

The technique in that link is based on segments, not rectangles. What you want is to model all of your shapes out of segments (even circles), so this technique works generally. That's (basically) how I did it in Helsing's Fire and AFAIK it's the standard way to handle this problem. I agree that you shouldn't care about this until you identify it as a performance issue though.
9  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: November 20, 2014, 11:41:27 PM
@Harem & Zaphos:

Yeah, I'm the kind of player that finishes shooters with way too many rockets. I hate worrying about limited resources and my usual solution is to just not use them. If I limit the number of fate guesses in any way, I'd expect people to just not make guesses until the very end; where they'd lose out on any in-game conveniences. I'll find some other more implicit and hopefully more natural solution.


Those are all good observations. The walking sim in the dev build has been tweaked a bit since the devlog post. The main problem I ran into is that having other characters (frozen) in the scene makes any height change very obvious. Whenever you'd stop to look at a character's face, the view would sink down and you'd be looking at his chest. If you play the dev build it should be clear that you don't sink like that when stopping any more.

The two important things that I found were that the footstep sound needs to play at the sharp low point of the curve, and that the view needs to return naturally to 0 offset at rest. Here's what the curve looks like now:

10  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: November 17, 2014, 08:53:54 AM
Did you agonize at all about the title?  I ask because a ship returning with nothing but corpses aboard (as far as we know) might qualify for, say, "The Curse of the Obra Dinn", or perhaps "The Scourge of the Obra Dinn".
The Fate of the Obra Dinn?
The Tale of the Obra Dinn?
Remembering the Obra Dinn?
Obra Dinn: The Quest for Curly's Gold?

The main reason is that the Obra Dinn isn't cursed; the problem isn't with the ship. The dev build doesn't set this up well, and I'm not sure if I can do it even in the final, but I want to emphasize that the ship should not be back. So it "returning" is a big deal. Scourge, Fate, and Tale are all really good actually and I probably would've used one of those if I'd thought about it more.

The backup reason is that my original (set in Egypt) game idea for this 1-bit rendering tech actually did have "Curse" in the title. I may go back to that game later so I wanted something different for this one.

What is the origin of the name 'Obra Dinn'? From the little research I did, Obra directly translates from Spanish to English as 'play' or 'work', but dinn apparently isn't a Spanish word.  Huh?

AFAIK, "Obra Dinn" doesn't mean anything and is just a name that popped into my head. Sounded exotic and cool, that's all. I agonized a bit over the spelling, alternatively trying stuff like "Obre Dinn" or "Obora Dinn" before just settling on "Obra Dinn". I looked long and hard for an actual old ship named something like Obra Dinn, but couldn't find anything.
11  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: November 15, 2014, 10:01:34 AM
The Crew Log feels a little immersion-breaking and video-gamey, what with magically knowing how many fates you got right.

This is one of those things that I personally don't mind. I used to be very against video-gamey stuff but at some point decided it's ok if introduced as a mundane thing and without fanfare. At least, this is what I tried with Papers Please and it seemed to work ok. As with the citations in that game, I feel like getting immediate feedback is important enough to bend some reality.

And why does the Obra Dinn even have a log listing the fates of its crewmembers, anyway? It might work better as a mystical artefact you got from the East India Cpy, like the watch, rather than something you find on the ship.

Muster rolls were a real thing. One of their main purposes was to keep track of how and when crew members were killed or injured so surviving family members could collect their unpaid salary when the ship returned home. I guess in that case, one problem is that this muster roll hasn't already been (mostly) filled out by the captain.

Also, I like sending the player into a few flashbacks at the start without the context of having the muster roll.

I like immediate feedback too ... I think rather than trying to make it inconvenient to check answers, it might work better to just make an easy but explicit way for people to check answers, and to note how many times they guessed incorrectly?  So we can cheat if we want to, but the game kinda makes it obvious that it knows we're cheating (even if it's not going to do anything about it) ...

That's not a bad idea. Definitely gonna think about that.

Maybe the number of correct fates could be shown on the face of the watch?  That way, all the mysticism is contained to one artifact.

Ooo, another cool idea. I like that one quite a bit! It feels a little weird but just the suggestion that the feedback comes from something besides the muster roll itself is a good one.
12  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: November 04, 2014, 09:43:13 PM
Thanks again for all the great comments guys. Some quick general responses:

Taking Notes

Any kind of note-taking system will be entirely manual. The magnifying glass is a good idea, but maybe too complex. Something along those lines. I think it'll be a while before I implement anything though. Want to get more of the story/bodies in place to see how it feels.

Brute Force

The way the game is set up now, it's possible to brute-force all the fates. There are a lot of fates, and going back to check the first page takes a long time. But if you're down to just a few names and a few known deaths it will be tempting to just guess. I'll spend some time working on a way to prevent this but I'm not sure how far to take it. I like the immediate feedback of knowing when you got something right. Brute-forcing is cheating yourself out of the game's puzzles but I can understand the temptation.

Wave Motion

The ship's rocking motion from the waves is intentionally subtle. Anything more and I get sick. I may play around with rotating the camera very slightly, but the last time I tried it was too much.

Non-dialog Clues

Putting clues in non-dialog stuff is going to be one of the bigger challenges in this game. Even having clues in dialog is tricky - you can't have everyone addressing everyone else by name in the moments before they die. Also, I really want to avoid having readable notes. I have a bunch of ideas so we'll see how it goes.

Naked Skeletons

I crunched pretty hard to get the dev build ready for IGF, and the skeleton clothes were a casualty. They'll look more natural eventually.

I use vertex coloring to override the normals for any curved surfaces. You can see this in action in the ship aft-balcony modeling video.

Short Break

At the moment I'm taking a short break from this game to work on another top secret project. I should be back on Obra Dinn by the end of the month. Hopefully I can post a few more updates here though about the dev build; some small technical things and details about the voice and effects work in the flashback audio pre-rolls.
13  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 25, 2014, 09:29:38 AM
Is it all really done in one session? And in what speed your timelapse is?

Definitely not one session. At least a week of work for everything, spread out over a month or so. In between recordings I was working on other stuff; code, audio, ship modeling, etc. I adjusted the timelapse speed for different sections so the video wasn't insanely long and boring.
14  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 25, 2014, 08:24:32 AM
Character Modeling Timelapse

Another long annotated timelapse. This time just in Maya. Character modeling, texturing, posing, etc. If you haven't played the development build yet, don't watch this!

15  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 25, 2014, 08:13:49 AM
[...]One other thing is that it didn't "feel" to me like I was on a boat - unless I looked at the horizon.[...]

I get sick really quickly with a lot of camera wave movement. The current wavemotion isn't tuned though so I'll work on improving it.

[...]I made a video showing what I mean, and actually during the recording I made it to the lower decks of the ship![...]

Stowaway in the lower decks! (Thanks a bunch for the video, I'll fix the shit out of this.)

[...]The voice acting is actually quite good, but I agree with some of the other posts about its need to match the card timing leaving it a little stilted sometimes-just out of curiosity, do you think the subtitles are even really necessary?[...]

The subtitles are mostly a stylistic choice. I originally had silent movie style frames around them but that was too distracting. I personally like them enough that they'll probably stay in. There are also some cases where I expect the voiced dialog won't actually be clear enough (like during the storm), and subtitles are important for clarity.

[...]About the scene skip and details - some kind of automatic notes would be really nice. Having to keep paper on my desk is like pulling me out of the game repeatedly.[...]

Later death moments will have more going on and I'm really hoping that the "want to skip through" problem won't be as prevalent. If you have to check up on 80 crew members in 1 minute, I imagine the issue will be too little time instead of too much.

But I'm also starting to think about some kind of in-game note system. We'll see.

[...]my hobby is compose orchestral music[...]

I appreciate the samples and they sound fine, but I'll be composing the music myself on this game. Sorry!
16  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 23, 2014, 06:25:02 AM
[...]About "Memento Mortis": the right form is "Memento Mortem".[...]

I'm gonna lock 10 Latin scholars in a room and ask them to settle this with hand-to-hand combat. Last one standing decides the translation and gets a free copy of the game.

(I'll probably use "Memento Mortem" unless someone really objects)
17  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 23, 2014, 02:55:46 AM
The most frequent piece of feedback that I've gotten so far is that the death moments are too long on second viewing. So even though my original plan was to keep it like that, this is something worth changing. I'll figure out some way to manually speed up the watch if you've already seen the moment before.

The sky, the water around the boat, and the top deck are all completely unfinished. One of the reasons I wanted to get this build out is so I can stop being secret about the core mechanic and start posting more progress posts about how I fill these things out.

Some other feedback:

  • Needs a mouse-invert option (will do)
  • Needs adjustable mouse sensitivity (will do)
  • Hard on the eyes - add less contrasting color options (will do)
  • Make a Linux version (will do eventually)
  • A way to take pictures or remember faces would be nice (probably not, but thinking...)

Response dump:

[...] It's kinda like ordering someone to remember their own death [...]

I think that may be close to the sense I want. It's funny that Latin is so strict about this kind of thing. Really though, as a phrase, "MEMINI MORTES" may be correct but it doesn't look cool at all. So my inclination would be to change what I want in order to get a cool-looking phrase. Can you give me more descriptions about what "Memento Mors", "Memento Mortis", "Memento Mori", etc mean when translated? Through PM is fine if you'd rather not post it here. In any case, thanks for the help!

[...]I felt myself longing for the player character to cast a shadow[...]

I experimented with a player-cast shadow. It has the same problem as the hand-held lamp did: too much changing stuff as you move around. There's a lot of careful tuning to make this 1-bit low res thing work and I've found that leaving the world view mostly static helps a lot.

The default controls are nice but I found myself wanting to use the mouse buttons to interact with things.  RMB for right hand, left click to pull up stop watch seems intuitive to me but maybe you have other plans moving forward.

I'm not locking the mouse right now (Unity issue), so mouse clicks risk losing focus. I'll get it sorted and you'll be able to hit space or and mouse button to use. There'll be just one use function though, no LMB/RMB separation.

[...]The interface for filling in the crew muster is cumbersome[...]

I think the only thing I'll do here is let you page through the book with the left/right arrow keys. Thanks for the detailed comments!

[...]Even if I was a bit disappointed that so far I can't interact with anything but doors on the Obra Dinn. I constantly tried to open cupboards and drawers and stuff but to no avail. Would be great I we could interact more with the ship.[...]

This is intentional (same with the clearly door-breaking axe just lying there at the start). Little bit more about that below.

So far the gameplay feels a bit like 6 degrees of sabotage (great game btw) but with a time travel twist.
Question is, I am (the player) just a agent that has to find the truth of what happened and who has to deduce who killed whom and how? Or will I have any influence of how the story unfolds? I am in any danger?

That's pretty much spot on. I really liked the simple identification mechanics in 6 Degrees of Sabotage. My original plan for Obra Dinn was a lot more involved but would've been impossible production-wise. When I stepped back and considered the situation of boarding a ship full of dead people, the idea that your task would be based strictly on identification made sense. So to answer the question, yes, your tasks is only to deduce the identities and fates of everyone on board. I'm going to try to be very explicit that this is not a horror game, so you're never in any danger. You'll also have no control over the past and no way to affect past events. That limits a lot of what I can do with the game, but the simplicity of it really intrigues me.

I also wondered how my time travel opened the locked door, I have not interacted with the door in any way. So why is it open when I come back? Would have been more logical if I went back in time, walked through the open door and waited for the clock to run out. Kind of Silent Hill style.

Currently, the doors open because I'm gating the player. I've considered an in-world explanation for this. My original vision was to find keys in the past and transfer them to the current time (say, by putting them in the dying guy's pocket). But at some point I realized that's a cure worse than the disease and decided to just open the door in the present if it was open in the past. I have some ideas about how to make this work more naturally though so stay tuned.

Could you make a dedicated animated GIF recorder that ships along with the game? Since you literally only have 1-bit visuals it might be pretty efficient?

That's a cool idea but without YouTube's social ecosystem I'm hesitant to put effort into a custom solution like this. The screenshot key was a last minute addition to the dev build and ended being a great move though so maybe a little 5 second giffer could be worth it.

[...]interesting game play, it took me 3 tries wandering around trying to pick up the bloody ax to fine the case and get with the program ...

It's painful, but this was exactly my plan. I want the player to get the whole "interact with everything!" impulse out of the way right at the start so the rest of the game goes much more smoothly. That first skeleton could've had a knife and you probably wouldn't have expected to use it to open the door. But I thought putting door-breaking axe is the perfect way to get this pill down quickly. All the drawers and cupboards in those two side rooms are for a similar purpose. The basic idea is that literally everything could be picked up or opened but you should pay attention to the hand when looking for actual interactive stuff. This isn't an "open all the drawers to find the items" or "improvise with this weapon lying here" kind of game and I wanted to establish that quickly since I think it could hang over the player for a long time otherwise.

[...]I'm not sure how close the human models are to your final intent or how much you still plan to experiment with them[...]

I played around with lower poly, more stylized characters a while ago but the visceral connection to the violence just wasn't there. I think I'll probably stick with the current style for the rest of the game.

Two things about the potential crew fates: I'm not a native speaker so maybe that's the reason, but "killed by gravity" comes across as an oddly stilted phrasing to me. And the presence of Europe on the "Alive in..." list seems a bit weird when five separate European countries are also on it.

The fate sentence construction is pretty strict, which results in stuff like this. I may or may not try to fix that up. I'm also considering the possibility of specificity in the fates. So, for example, you can determine that he made it to Europe fairly easily - and fill that in - or you can dig much deeper and find some small clue to see that he actually went to Spain. So while "Europe" is correct, "Spain" is correcter. Just an early idea though. The rest of the story, including the fates, is completely up in the air right now.

And at the risk of being "that guy" - will there be some type of in-universe explanation for what the watch actually does (or what the character does that's represented by the watch), or will it be a suspension-of-disbelief thing? As it stands the emotional disconnect between being just some officially appointed investigator and being able to "see" past events involving dead people feels a bit strong to me.

There is an in-world explanation for why you have the watch, but lemme just say that you won't find out for a while.

This game has some of the best stair walking I've seen in a game

Thanks :D. I lucked out on this. There's no special handling of the stairs beyond "speed up the headbob when moving up/down on y". The collision is a big ramp with sliding disabled and it plays different footstep sounds.

[...]One bug I encountered was in the frozen death scene levels, the narrow patio outside of the captains quarters isn't solid and you fall through to the bottom of the world.[...]

Whoa I've never seen this. Which part of the balcony was it?
18  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 22, 2014, 09:14:40 AM
Sorry, I already played this game:
And it's much more enjoyable.

I just found out that Ethan Carter has a similar mechanic. Apparently Cryostatis too. I guess this ground is fairly well tread.

Anyone that's played Ethan Carter, how similar is it to this Obra Dinn build? EC looks really good but I probably won't play it for a bit to avoid any kind of influence.
19  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 22, 2014, 05:30:18 AM
...are you aware of this dithering algorithm?

I haven't seen that one yet. Looks pretty good, gonna try it out for the characters. Thanks!
20  Feedback / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: October 22, 2014, 03:50:16 AM
Hey guys, thanks for all the great feedback so far.

The intro sequence and the intrusive text popups at the start are all temp things just to get the player going in this early build. I got a little worried at the last second that nothing is clear and added the "find the muster roll" and "determine everyone's fate" cards. In the full game there'll be more chances to nudge things without straight-up telling the player like this. 

There's always a problem with early builds that it's easy to think you're seeing a bug or getting stuck because it's unfinished. Those explicit cards are supposed to clear some of that up for now.

...are you going to keep size modes in final release ? or are you just testing which one people going to like, imo looks best on small framed.

I'll probably keep all the sizing modes and maybe add some more. Which one looks best depends on personal preference and monitor size.

notes as i go, feel free to ignore:..

Good stuff! I had to look up Ghost Trick. Smiley

Music is the one thing I had to basically punt on for this demo. I like the moment composition, but not the instrumentation. And the theme song is still in progress. I've had trouble getting a good orchestral sound; mainly because I know nothing about orchestral instrumentation.

You're right about the pacing too. I'm going to try enforcing the watch's rules to slow things down in an understandable way. So, for example, you can't cancel a moment trip to quickly move between the past and the current time - you have to wait.

... Some initial feedback: perhaps there should be a way to end the "time rewind" early (unless there already is and I missed it)?
... Also, invert mouse for the final version! ...

There's no way to end the moments early. Initially that was just a UI thing but now I prefer that you're stuck and at the watch's mercy. I'll definitely have an invert mouse option in the settings.

First of all I'd like to say the the game is bea ut if ul

Nice! I threw the screenshot key in there at the last possible second and I'm really glad I did.

...Due to the mysterious atmosphere and setting of the game I found the "determine the fate of passengers" slide
a little redundant....

Yeah, that's just a makin-it-totally-clear-for-this-early-build thing. It'll be more natural in later builds.

This is unbelievably awesome. I wasn't expecting the quality of the models. The way the hand goes out and grabs doors feels so immersive, I don't know why I've never seen other games do it before.

Thanks! The door grabbing mechanic was a lot of work but I think it was worth it. You may notice that the book grab is different but the box handle uses the same grabs as the door handle. Saving myself some work there.

...The only thing that bothered me was the quotation marks on the text are wrong...

I'm not even lying when I say this also bothered me, but not enough to fix yet. I need to check if the font has opening quotes and which UTF code they are. It'll get fixed is what I'm saying.

... the Latin is wrong, it's usually memento mori. However, I believe memento mortis is actually also right, since memini takes the genitive, and mortis is the gen. of mors

I know zero actual Latin but I'm familiar with how all over the place translations can be. Wikipedia has or also memento mortis, “remember death” on their memento mori page but that's obviously too easy. Someone on twitter suggested first "Memento Mors", then either "Memento Mori" or "Memento Mortem" based on this page here.

If anybody knows for sure (if that's possible), please let me know. Otherwise I'm gonna change it to "Memento Mortem" since I think that captures the sense of "remember this even where someone died" that I'm going for.

...I spotted rendering errors with the doors, depending of the camera position they would disappear, here some screenshots to give you an idea of what happened...

Thanks for the pics. Unity has a lot of really nice, easy to use systems built right in. One of those is occlusion culling, which can be generated at the click of a button. Unfortunately, trying a myriad of values for blocker and hole sizes gives me various dropouts on the ship. I need the culling for performance and the current settings have the least crazy dropouts. That spot you've found there is the only one I know about. I'll keep tweaking the values until it works.
Pages: [1] 2 3 ... 15
Theme orange-lt created by panic