These look great. Nicely done!
I do like the desync random the best
Yeah thx a lot, Sir! The cool thing is, I didn't really needed to do much to
get these effects done, just taking away the sync-signal from the "CRT" with
the engine doing the rest, basically. Initially I only wanted to post the
random one, but I thought that some people in here (us videophiles) may also
want to see the desync separated because they prove the point of the whole
thing. There is an important detail in the desync-V/H animation a videophile
will look after. That's why I posted them.
Missile, this one's for you :-D
http://gfycat.com/TornBlackAzurevase
Early and rough implementation test as I said I would, so it's still missing plenty: AI, hit effects, and plenty of other stuff, but at least it works enough for a start, and it's in context this time :-D
Yeah, that's what I wanna see! Nice! It feels much better this way to judge
the character when in context. Perhaps it would be cool if you could always
put your characters straight into a testing chamber so to speak.
Thanks!! I tried to get FX and AI working today, but it's going to take more time than I thought, so it's still pretty bare compared to match fights gifs... we'll get there, but probably not before next year now :-D
If I could make one wish about the game, then please do a mode where the game
becomes very hard to beat. I pretty much hate all the journalist-easy modes
having creeped into such games these days (to please the press whatsoever).
Jack, this holds for your game as well! Matt, too! Not because I am awesome,
no, but because I want to deal with a game longer finding/learning all the
cool stuff and tricks etc. if I put my time into such games. Little story; I
even hacked a game (won't tell which) to make it harder for me! xD
I put the "voice distance" method to practical use the other day.
https://www.youtube.com/watch?v=7zZ9i4VM-0g&feature=youtu.be
This shows how the character's voice adjusts based on distance to make it sound appropriate, since sometimes in the game people speak while the player still has control.
Mmm, nice! How long till release, roughly?
Great job. I love details like this. Even if they don't add significantly to the overall core concept, it's a nice kind of polish that makes you appreciate the effort.
Many thx. Am putting a lot into this sh!t. I want the Alien Isolation guys
to call me up next time to give any new Alien game a proper and useful
video element!
Speaking about "Even if they don't add significantly to the overall core
concept...", I want to give a different opinion. Lets take Alien Isolation
again. The video effects (scanner, map, etc.) they use in the game are fakes,
recorded from real hardware blended over the game with no interaction
whatsoever. They are static, don't react to the environment, are repetitive
and as such become annoying to some degree because there is no information
coupled or carried with them. Now consider if you really go for a simulated
video signal. This can change the whole thing regarding gameplay and the whole
atmosphere of the game, not just because simulated/dynamic video looks cool,
no, but because you can couple the signal with events/objects etc. in the
game. Proper signal distortion due to certain game object may deliver a wealth
of information. Reception quality, influenced by the geometry of the level or
being influenced by a jamming station/object nearby, sparks etc., or
interference of multiple signals and so on can all add up to produce a very
interesting way to play the game and may also produce a much better
atmosphere.