![]() Regarding locations and props - the work never stopped. MILITSIONER XBOX WINDOWSWe want the town to feel empty, lonely but still inhabited by people, so we could see life only behind closed doors, windows and in the cars. ![]() It’s a very interesting observation and in future iterations we’re planning to go back to this old feeling, but already in new, more elaborated and more high quality form.Īfter setting it aside to rest from the giant, we decided to work on townies. (join our Discord - we’re waiting for your feedback!)īy making The Giant more alive and emotional - we’re making him more human and less creepy. Luckily, we’re believers of an open development process, so thanks to our audience feedback we can instantly see our mistakes. While working on the project for a long time - a veil can cover your eyes. Turned out that a lot of unexpected problems arose in transition to a more realistic look. New policeman’s appearance wasn’t liked by everyone. But… not everything always goes according to plan. For us it was an innovation - never before we could afford such a quality. To be completely honest - yes, we’ve expected this to blow up. Summing up the results of all the work done, we recorded a small video, together with which we announced the opening of the Patreon… This is a vital part of the game and’re going to be used for all trains, trolleybuses and cable cars that we’ve planned. Parallel to the visuals, we’ve developed the train system. Unfortunately, there is a limit on the type of face that you can create with it, so as a forced compromise, we had to search for a new look for the Giant.Īlongside with his face, we have renewed his shirt, it even moves in the wind! Pants and shoes we’ve left as is for now, as in most cases they are not visible.įor the new appearance, we began to experiment with more detailed animations, behaviour and emotions of the Lawbringer. We used an insane tool just released at the time - Metahuman. Having decided on the direction of the gameplay, we started to improve the overall quality of the visuals. It started to turn into something like a dating simulator, where instead of a romantic relationship, you could go to jail. Maybe the rain will upset him or the thunderstorm will make him panic? Angering him - makes him angry, but if you make up for it somehow with a present, he’ll be more forgiving. It started to become more like a proper gameplay mechanic, a mood system that works sort of like a tamagotchi. What if, on the contrary, you do something he doesn’t like, break the law, steal, climb the car, cross the road where you shouldn't? With a new vector on our hands, we started to experiment. And the very peculiarity of the method will save us from the messy text that we’re inevitably going to write. This kept the focus of the game on exactly the very contact that we wanted to capture, adding an incredibly uncomfortable feeling of real physical interaction with a person. MILITSIONER XBOX FREETo find an answer, we decided to redesign the basic dialogue tree that we’re used to seeing in games and look into using free communication via microphone, as in the game - Phasmophobia. But how do we make an interesting gameplay out of communication if we’re not writers and we don’t want to make a text based game? But in reality, it turned out to be less fascinating than just talking and having a simple eye contact. The player had to sneak in the streets, hiding behind houses from the giant’s gaze and from his giant hand. Naturally, with this concept, we wanted to focus on stealth. But, by far, the most interesting one was a colossal giant that sits in the middle of the city, watching your every move. ![]() We’ve explored a lot of options, from the city on a Giant’s back to the roadmovie, where you have to escape while the giant escorts you to the police station. MILITSIONER XBOX HOW TOWe’ve been thinking for a long while on how to turn the idea of a giant Policeman into an interesting game. ![]() So, let me take a few minutes and explain how we got here. ![]()
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