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848
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Feedback / DevLogs / Re: Environmental Station Alpha [trailer up!]
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on: July 30, 2012, 01:42:54 PM
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I admit it's not as marketable as something short and sweet like Psychonauts or Halo or Half Life but it appeals to me on a personal level. I think, aesthetically, if anything about the name needs to change it's "Environmental". It's unwieldy but it still seems to capture the atmosphere of the game perfectly.
Personally I think Eristys is a beautiful word and defines the game well but would need to be explained to non-Finnish players.
So why not "Eristys: Environmental Station Alpha"? You can say Eristys is the name of the station, and people can choose between Erystis, Eristys:ESA or the full name at their whim.
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849
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Feedback / DevLogs / Re: LIFE/DEATH/ISLAND
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on: July 30, 2012, 08:45:32 AM
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Basically, the biggest mistake with the game was trying to put in lots of "cool" things instead of elements that made the game fun to play. Simulated behaviors that saw enemies interacting with each other was only cool for a few seconds, we should instead have tried to make enemies that provided unique challenges and that complimented each other in a good way. We should have also gone for a lot more pre-designed content level wise, and have the random elements more toned down instead of the messy garbled layouts we ended up with. I'm surprised, the gameplay looked great in the teasers. Also, Roguelikes have done this for years, it's been successfully used with a number of platformers (starting with Spelunky), and Minecraft also pretty much did this. Maybe you could reflect on those and see what the right balance would be?
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856
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Developer / Art / Re: show us some of your pixel work
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on: July 27, 2012, 04:03:03 AM
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@Charybdis: I also have a bit of a problem with the anti-aliasing. Not that it looks bad, but the lack of contour compared to other foreground features make it move to the background - so it looks more like scenery. Basically, I think the use of pictural and paintlery features are mixed inconsistently, causing confusion.
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857
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Feedback / DevLogs / Re: Movable Forest - a perspective based puzzle game
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on: July 27, 2012, 04:00:14 AM
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We will definitely be doing Windows/Mac, and weve been thinking that the whole layer switching mechanic would be really great on the ipad with some nice swipe controls. But that would be a pretty long ways away.
Even better, you could use the accelerometer data and shift the layers a little depending on the iDevice shift. Might appear a little shaky though. A bit of inertia would probably fix that.
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