Added the Basilica section of the Marseille map. Tried to match the general shape of the path it would be in reality from the dock to the Basilica. Gonna tweak sizes and placement a bit, still a wip. #gamedev
Posts by Strega
not being able to relate to humanity as a concept, being borderline misanthropic kinda does that to the soul. i don't believe in the concept of gender for myself because it feels limiting, constraining. i am "me", is that not enough ? you feel
Also wtf is the name of the genre for these types of games? Like, there's gotta be a name for it right? Childish Horror? Innosint?
Isn't this what certain genres like "Mascot Horror" or other child-like horror games try to encapsulate? That "corruption of innocence" for things of your childhood, i.e. Amanda the Adventurer or Choo-Choo Charles. Seems successful for some to varying degrees.
wee
#AHatInTime #Portal
A map of part of the old port in Marseille grey-boxed. Black arrows are the intended design path for most players. Blue arrows are for secrets for explorers. Red arrows are for those who want to just speed-through.
Map I found online of the old port of Marseille from 1850-1860. No idea how credible it is, but it seems to fit decent enough to use as a basis for map design. Highlighted by red circles are the select areas I'm focusing on with the map design, including a section of the Old Port, Fort St. Nicolas, and the basilica Notre Dame de la Garde.
First time doing level design in a 3D game like this. Basing it off of Marseille from the 1840-60s. Documenting progress here. #gamedev
people are always shipping those two courtroom guys but it says right here on the box he's an Ace Attorney
me texting friends again after disappearing for a couple weeks:
It’s honestly how most of my most well received stuff got started. Any route into a project is valid, be it words, art, a cool idea. The trick is, once you arrive, to do justice in all areas.
‘Gameplay first’ is, from my perspective, an objective with a final outcome, not an order of operations
What are your thoughts on making a game from the story first, then supplementing and and designing unique mechanics to support the narrative?
Seems to be uncommon (and sometimes frowned upon) from most developers I've encountered online.
One of my favorites of all time. Hope you enjoy it! <3
Spider-Man confronts the humanoid-dinosaur villain Sauron, who is riding on a triceratops. Spider-Man: "A lot of skills are surprisingly transferrable" Sauron: "I don't want to transfer skills, I want to design video games"
No, thank you! This is really insightful. <3
I enjoy bite-sized updates like this, it's great to see and also motivating. However, if it gets in the way of development or changes the way you design around trying to show something off, I would say do what's best for you and your game.
if my graphics card ever tries to generate a face with AI i'm beating it to smitheroons with a hammer and going to live in a cave
That quick camera follow as you plummet into the void is hilarious. The movement seems like a decent place to design levels around, too, nice job!
This is sick! It's got that fluid Flash fight animation feel to it. The quick combos look like they'd be super fun to play with.
They *can*. Many factors to why. I'd say it's pretty similar to other mediums, but the number of lukewarm stories in games is higher percentage-wise mainly because most can't afford to be experimental. It's safer to follow a simple story that's been proven to work when you're avoiding risk.
This is an oddly specific thing that I also mistook growing up. I used it as an unamused face alot over multiple forum boards.
I agree that it's harder to do. Also why I don't blame developers for using simple colors/lights instead to pull attention. Use whatever is in your toolbox, especially with the horrendous schedules of game development.
FFX stays winning 😎
Halo: Combat Evolved on the Original Xbox with my dad. He worked at a game store, so we were able to keep the Xbox kiosk in our home afterwards.
If you are just a consumer, I get this mindset. There are tons of free games out there, though.
As a creative, I enjoy balancing my palette and trying stuff out that I normally wouldn't be into. Either it can broaden my horizons, inspire me to make something better, or reaffirm my own tastes.
Intimidating? Streamer for sure. Their influence on others' opinions of your game is much larger.
But the potential highs of your parents clicking with what you create and being genuinely understanding and proud of you for your game would be worth way more than any other outcome to me.
There's a balance, I'd say. It always feels more engaging when the map is designed in a way that the player naturally looks in the right directions. Having said this, I'll never complain when a game uses more obvious directions for the player to follow, it's better than the alternative imo.