Statue of Limitation
Member
We’ve made a video of a lot of the 30 second community jam entries (and included some of our old favourites as well)
I'm not often visiting this thread and the things I see here are really impressive. Though I have to ask is there a finished game out? Seems like most of the stuff is just a demo or two. Like is there a a game that you can play for some hours from start to finish or is it mostly tiny stuff for 10-20 minutes?
What the actual fuck. That's amazing!
I'm shocked you still can't hide the popit from the get-go in a level, though. How has that option no been made avaliable yet?
I've recently bought it and so far i truly love it.
I didn't venture online yet, and I'm roughly halfway in the story mode (Art's Dream), which is awesome in its own right.
I love how Dreams makes creating fun. I'm not a creative person, I don't have ideas, but it's not even what you're creating, for now I'm still at "abstract nonsense" level and i love it.
The general consensus is to at least pick the game for the other's creations and, while it's reasonable (I still have to check this side of the game), I think it greatly downplays the outstanding work Media Molecule have made with the editors and the tutorials.
The editor (sculpt editor, music editor, animation editor, painting editor) IS the game, it's just a different gameplay mechanic than most games. It's like playing Animal Crossing every day while accomplishing pretty much nothing: just fiddling with everything is so satisfying.
I've managed to create a button on the floor.
When you step on it, the button is pushed and firework plays. I could NEVER make something like this work in Unreal Engine, because I'm dumb and I know nothing about coding.
I'm so happy something like Dreams exists at all, it's an incredible feat in every aspect, and a fun game even without actually playing any other creation. Turns out, creating something can be fun indeed.
This is wonderful.
Quick look at our new combat system. Decided to give our combo system a major overhaul after discussing community feedback and added some more mechanics like staggers.
Kinda sucks that all the covid stuff and other major events kinda slow down development.
Quick look at our new combat system. Decided to give our combo system a major overhaul after discussing community feedback and added some more mechanics like staggers.
Kinda sucks that all the covid stuff and other major events kinda slow down development.
Really cool also this project
Looks good, I think one thing that could really help garner more attention for it is the default looking playable character being demoed.
Using the PS4 pad gyroscope controls is beyond awful. I can't make an arched bridge in the tutorial never mind a full game, tearing my fucking hair out. WTF.
Surely a mouse support would have made this 1000 times better?
Cool idea, would have liked to have gone further with it, but diabolical interface and controls. I know you can use Move controller but fuck that noise.
Have no clue how some of the games would made by people.
The tutorial is more of a "free form" affair, later thegame will introduce you the snap-to-grid feature that makes doing precise work much easier.
For tutorials, I'd argue it's more "educational" to see how much you can bend the rules and still complete it.