Seiseki
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« Reply #20 on: July 05, 2013, 05:55:15 AM » |
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Really epic style and cyberpunk feel!
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Mnemonic
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« Reply #21 on: July 09, 2013, 09:57:03 AM » |
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Thanks guys!
Flashback is one of my main reference, and i want to catch the same feeling you can find in the second level (city with metro). About visual aesthetic, i will try to get a mix between Blade Runner and Brazil.
Also, some news, the game is now playable with keyboard/mouse and gamepad, and puzzles' mecanic works great with gamepad. I've left the idea of levels, the player can now move freely between different zones of the game and explore the city. The city will be divide in 4 districts connected to each other, and each district will have a main area and sub-areas (for some missions or as connection to other areas).
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karlozalb
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« Reply #22 on: July 09, 2013, 01:40:12 PM » |
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Art style and game mechanics are great . I want to play it on my Xperia!
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Mnemonic
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« Reply #23 on: July 10, 2013, 06:27:59 AM » |
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Thanks! some screenshots to show enemy's fov and virtual cursor in glitch mode :
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Mnemonic
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« Reply #24 on: August 21, 2013, 03:42:05 AM » |
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Hi ! After a little break (because of some contracts), i'm starting to go fulltime on this project. If everything goes well, I'm gonna work heavily on graphics during the next 2 months. Here is some concepts : a view from the roof of Interferer District a robot head (but it's more an aesthetic research for environment's mechanical parts) Also, 2 composers are working on Interference's music, Jose and Ryan, and from what i've heard from here it's going great See you soon for more graphics!
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« Last Edit: August 21, 2013, 05:21:30 AM by Mnemonic »
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Mnemonic
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« Reply #26 on: August 28, 2013, 11:38:14 AM » |
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Some new animations : final size of the sprite will be divide by 2
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cesarpo
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« Reply #27 on: August 28, 2013, 11:56:32 AM » |
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I like the the metal gear influence, very nice!
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draconiansolo
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« Reply #29 on: August 29, 2013, 04:18:54 PM » |
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Everything looking really interesting. Loving the concept art.
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Mnemonic
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« Reply #30 on: September 06, 2013, 04:09:44 PM » |
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Thanks a lot! Here is some things i've done this week : Brand new laser (in-game, the middle part of the laser is animated by a shader) Brand new enemy, the Model V :Other recents progresses :- Added electric floor - Added sounds to footsteps, jump, lasers... - Created some tools to easily populate levels with enemies, citizen, lasers, portals... - Added a localization system for citizen's monologue (also monologue can be random), and for portals' indication (name of the next area) - Added a new Main Menu, language can be changed, controls can be changed (keyboard/mouse , Xbox gamepad) - In the main menu, you can start/resume the game (story mode) or play some unique missions (like VR training in MGS) Also, I am working on a playable alpha demo, available in maybe 1 or 2 months or more, because there is still a lot of graphics to do
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El-Metallico
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« Reply #31 on: September 12, 2013, 03:11:41 AM » |
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Looks amazing! Do you have music composer already?
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Mnemonic
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« Reply #32 on: September 19, 2013, 02:46:07 PM » |
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Thanks ! There is already 2 composers on this project and it's going really nice! Here some samples composed by Jose alias Music Vortex : Interference - Main ThemeInterference - Cybermedia DistrictInterference - Nanoscience DistrictOn my side, i've done all animations for the main character and the first enemy (bot model V) and integrate all that stuff in-game. The enemies can now throw grenade, shoot in every direction and punch the player. The player can knock out enemy with a sort of taser. The taser has very limited usage, so you have to refill it on electric stations (like the shield in Flashback). I also add some sound fxs (footsteps, jump, shoot, explosion, lasers, mines...). Some heavy and ugly gifs : Also, some retrospective just for fun, visual evolution of characters : and same thing for environment mockups : Still a lot of progress to do on environments
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Seiseki
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« Reply #33 on: September 19, 2013, 03:37:04 PM » |
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Wow, looks really slick! The gameplay looks so smooth and effortless with the ledge grabbing!
I know it's WIP, but I think the silhouette level design works really well. Heavy use of parallax layers would make this incredible! Right now it looks a tad stiff. Although, lots of parallax objects would make it look really interesting, you'd have to find a smart way to do it without ruining the visual clarity the levels have currently.
I also love the cellshaded approach! But I don't think you should have too much depth, or too soft shading, because it makes the background pop out a bit too much. The rougher and the flater it is, the clearer the layers are and with your style I don't think it's a problem to keep the backgrounds looking interesting.
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Mnemonic
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« Reply #34 on: September 24, 2013, 12:01:49 PM » |
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Thanks a lot for the feedback Seiseki! You're right, soft shading is causing troubles of readability. I've try to find the good balance and i think i find a good solution. I did a custom shader for the first layer of background : now i can adjust intensity of the soft shadows for each sprite, and blending 3 textures by masking to add some light random texturing. The texture looks like this : And how it goes in-game :
So the first layer of background will have some soft shadows, and all the other layers gonna be rougher depending of the depth.
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karlozalb
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« Reply #37 on: October 01, 2013, 11:44:43 AM » |
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Waiting for it
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Mnemonic
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« Reply #38 on: October 04, 2013, 10:41:59 AM » |
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somin
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« Reply #39 on: October 04, 2013, 11:31:41 AM » |
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Looks promising Can't wait to try the demo! will the Glitchmode ever be under time pressure? or is it more the slow puzzle counter-balance to the timing based stuff?
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