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63
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Community / DevLogs / Re: Hyper Void (3D Space-Shooter)
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on: September 07, 2013, 11:56:39 AM
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I'm not sure if I understood this right but what if the camera follows the ship sliding and rotating left and right also to keep it centered? Then regardless of where you are in the tunnel left will always be left and right always right from your perspective. Though this might impact the visual feel of it in ways you don't want.
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64
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Community / DevLogs / Re: Delver
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on: September 06, 2013, 01:50:56 PM
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Does the version up on Steam have the new graphics or are those not ready for that?
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65
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Community / DevLogs / Re: Hyper Void (3D Space-Shooter)
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on: September 06, 2013, 01:45:50 PM
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It's been some time since I played StarFox but In Panzer Dragoon there are enemies coming towards you, from all directions I should add since that game puts you on rails but the camera can be manually turned to face the front, back, or sides. That was a big part of its novelty. The rest I guess you're supposedly chasing after (or since many are indigenous life forms in some levels then you just happen to fly the same path), so they don't give you their tail, you go to it yourself. Plus they usually have weapons on their tails  3Dfied because of the depth based tempest style I suppose 
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66
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Community / DevLogs / Re: Hyper Void (3D Space-Shooter)
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on: September 06, 2013, 07:41:52 AM
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Hmmm, I was hoping for something more like Starfox/Panzer Dragoon in mechanics, this looks more like a 3Dfied shmup than a rail shooter of that style, which is cool too though.
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68
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Community / DevLogs / Re: FarSky
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on: September 06, 2013, 05:03:12 AM
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Scary. Maybe you can add the powering off thing you had for a minor stealth element, to be able to bypass some enemies if you stay a certain distance away with your lights off, otherwise get more aggressively attacked and need to be even further away to get past them without a fight. At least from the screenshot I'm assuming the shark will be roaming an area like the jellyfish (or perhaps the ambient life forms like the fish and manta rays) rather than be an encounter you can't escape like the shells and octopus, I didn't play this version yet!
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69
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Community / Townhall / Re: Shelter
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on: September 06, 2013, 04:55:13 AM
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I played this a bit and I was a little disappointed with how linear and simplistic it seemed. I kind of expected a sandbox badger survival simulator when I first heard of the game some time ago, though I suppose it was made clear enough that it wasn't going to be that prior to release. Still, it just was not fun or engaging for me to constantly look for food sources while going through linear paths and facing fully scripted challenges and obstacles (like the eagles flying overhead in certain parts of the levels). I do love the theme and some of the vistas (yet often the graphics seem to be merely missing lighting effects rather than utilize some defined cel shaded art style like, for example, Okami) but not much else about it. Some people were apparently hit surprisingly hard with the concepts of animal motherhood and survival or whatever but I love nature and documentaries and that sort of thing so I was already fully aware of such natural things. Hopefully I'll find later levels more interesting. I'm sorry that I didn't have something more positive to say, for now. I hope others do!
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73
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Community / DevLogs / Re: Druids of Gemini - RPG/Adventure Game
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on: September 05, 2013, 01:51:43 PM
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Can the reflection be a little more pixelly? It seems to move a bit unnaturally smooth to me, compared to the normal pixel art. Although that may be because of the small size of the gif. I just think that it should be suitably low-fi even if it uses new tech, to match the limitations of the normal art. For example the number of frames.
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