Jakob, I need your help. (It’s in German)
You play a character that only exists as and interacts with shadows on a wall. Puzzle elements seem to come from moving lightsources affecting the platforming elements.
Very exciting.
I want to be a [programmer; designer; photographer; musician; writer] but all I am is -me-
Jakob, I need your help. (It’s in German)
You play a character that only exists as and interacts with shadows on a wall. Puzzle elements seem to come from moving lightsources affecting the platforming elements.
Very exciting.
Here’s something that I’ve been considering: (since I’m done with my experimental 2d camera system, 2d physics integration, and seamless map loading system (more on those later, maybe), I’ve started do code the player controls for the 2d game I’m working on)
In a 2d platform game, which feels more natural to you as a player; When, after you jump, you’re still able to change trajectory in midair and float to and fro as you’re falling, or have your momentum carry for the rest of the jump, without any chance of changing direction until your feet hit ground?
Also; when you jump at a wall with speed and continue holding down the direction button, which feels more natural; bouncing back or sticking and sliding down the wall? (Not like Megaman X slide, just sliding down at like 90% of normal gravity speed) Also, this transfers to running on the ground into a wall instead of jumping at a wall as well, bounce back when you hit the wall or just stop and stand there?
Other things that I’ve already decided on in terms of controls, but will enumerate anyway;
I might perhaps do an update in the future on the work I’ve done in the other areas of the game such as map system, camera system, etc. and how I’m trying to innovate in those areas.
Once I get closer to a playable build then I might do an official preview of the project (tentatively titled “Silhouette”) and actually talk about the concept, look, and gameplay.
Also, hit me up if you’re able to do vector art or totally awesome digital painting and willing to collaborate.
It’s a 2d Physics funbox!
I don’t really have any other thing to say about it, go to the site and check out the video and download it and play it.
I can’t even begin to describe how much I want to play this game. The gameplay demonstrates a 2d platform/puzzler, where the puzzler comes from the manipulation of perspective and space. Almost everything about the game appeals to me, from the ridiculously simple but conceptually complex concept to the awesome design of everything; character design, world design, even the lighting is awesome. Also, I really hope that the music is actually from the game. I like it.
So the demo for Bioshock came out last night. I can’t say I wasn’t expecting it but it was still a very pleasant surprise. It took us a bitch and a half to download it, but their servers were probably being pounded but a few million ravenous gamers. Hell, it was probably just one server.
In either case, we got it at around four in the morning. After marinading it in anticipation for hours we hungrily set it upon the TV and stared in wonder. For some reason Alex asked me to play first and I wasn’t one to argue.
I remember one of the first things I said right after the intro cinematic (Thinking it was still part of a cinematic) while staring at a beautifully wrecked plane floating in an unblemished ocean, “Oh man, I would so splooge my pants if it just said this was in-game.”
I stared at it for a second more and, looking back at Alex, moved the right thumbstick.
The Camera moved.
And I was splooging.
Nothing can really be said about the game itself that hasn’t been said already but, braving redundancy, I’ll give you a rundown. Of course one of the first things that could be said about the game is the immersion that the setting is able to achieve just by the mere miracle of being what it is. If there’s one word that, to me, to exemplify the setting it would be tension. There’s so much tension and pressure stressed in the environs from the creaks and groans to the breaking glass windows keeping the Ocean from barging in. Yea, that’s right, Capitalized. It’s the Fucking Ocean.
There’s also plenty of tension and pressure in the setting aside from just the environment. The people of Rapture are at an end and they know it. Around every corner you can literally hear people begging for help or at least someone who would answer. Once again, as in the System Shocks before it, the use of audio in this game is quintessential.
The graphics are amazing. Everything else I already knew from reading previews and such and this was one of the things that I just had to see for myself. No matter how much anyone goes on about it it’s just one of those things that just hits you when you actually see it. The graphics are amazing. Everything from the concepts of the design to the water is just great. No matter how long I go on or how many videos I link to, this is just one point that can’t come through unless you’re playing it for yourself.
This is definitely a game that I’m going to be playing at two in the morning with the lights off and my headphones on full blast. The only thing that I could complain about was the length of the demo but that’s not anything to do with the actual game. Keeping that in mind, they made excellent use of the time they had, putting in tons of atmosphere and creepiness factor to each room. The action wasn’t too bad though as they show off two plasmids and two weapons not including the default melee weapon.
Overall it was a very good demo and I’m fiending for this game worse than I ever have.