![]() ![]() From how the water could flow in and out, how the drainage pump and ventilation system would be, as well as the design of the glass to resist water pressure. Once I had all the answers, and plenty of references, I was able to rebuild these spaces. They provided me with a lot of answers on how these things would have to be built. Once again, the architect knowledge was priceless. Since the island narrative in this area was a bit ‘surreal’, I wanted to make sure that the art would be convincing. There was also a failed attempt to get some coloured moss inside the rooms. The panels were in the middle of the room breaking the navigation, the window were all different sizes, and the drainage on the ground didn’t make any sense. Since it’s an actual 3D mesh, I could quickly render the alpha and depth map and try several quick variations until we were happy with the results. It allowed me to easily create some reeds, comb them to a style that I was happy with, and then render it out. I had been toying around with the idea of using Zbrush FiberMesh for the grass, so I decided to try it here. Up to this point, the grass texture was just painted in photoshop, but since this area required long thin reeds, it was hard to get something that felt stylized but realistic at the same time with just painting. This screenshot is all that is left from that test.Īnother contribution I did for this area was the tall reeds. To do this, I made a piece of terrain in the middle of the island as a test area and tried to get the swampy vibe out of it. This apparent inconsistency got me thinking exactly how the algorithm for verifying puzzle solutions works. MarshĮarly on, as we were figuring out the art direction and the Marsh didn’t really exist, I did some in-game concepts to see if we could pull off a swamp style environment with the new style. This pertains to the tetrominoes puzzles found mainly in the Swamp area. We split the area into 3 different sections, Orsi being a vegetation master, was responsible for the plants, Eric was in charge of the outside buildings and me, the underwater bunkers. It reached a moment where Jonathan finally said “Ok, I want the 3 of you, at the same time getting this fixed!”. It was an awesome team effort, it felt like someone crying “Art Team, Assemble!’ The art concept changed several times, and it was re-worked over and over without ever being something we were happy with. We always strived to have a natural beauty in all the different biomes, but the Marsh never really ‘clicked’. Your first task is to gain three pieces of information/leads and discuss with detective Luna, before leaving the apartment block and opening up the rest of the demo.The Marsh was a tricky area. The demo is available now, with a full release planned in late 2022/early 2023. Will Stanhope's destiny is in your hands. People will remember how Stanhope spoke to them and may respond differently in the future, so consider each response carefully. There is no one approach that works best for all conversations, and Stanhope will need to use all fo them in order to be the best he can be. Stanhope will sometimes be presented with alternative ways to handle a conversation, based on four temperaments: Puzzles can have multiple solutions as you guide the protagonist - Detective Will Stanhope - through the story. It involves searching crime scenes for evidence, combining clues and questioning suspects. "Abscission is a Lovecraftian, story-driven horror point-and-click investigation game. And that won't be necessarily your main problem for long." But you'll have to figure out something about your recent past - in a hurry - because it seems someone wants to kill you. You don't remember *anything * but you think you may be in a hotel room. Paco thinks that they really had a lucky hit. If that was not enough, this year ItAdvCon will be held in a luxury location - Villa Apate, near San Luca, Bologna, usually a place for more exotic and prestigious events - and Marco was able somehow to book a room so they'll be able to finish to prepare their speech together and with every possible comfort. The turning point could be ItAdvCon - the Italian Convention for Adventure Games - where they'll be able to showcase their work AND to meet an important publisher that may be willing to put real money on them. Paco is a musician whose dream to start to gain money with his talent and passion seems to have a shot, thanks to his contribution to a thrilling videogame that he's done with Marco Giorgini. Killers, Mad Scientists, Cultists, an Ancient God, a very odd Secret Service - and ItAdvCon.
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