Gamedev, noise artist and illustrator.
Nowhere near finished, but I might upload a more polished demo later this year.
Y yo que estaba nervioso de explicarme mal en chunks de 300 caracteres...es complejo, osea me parece precioso que la gente se sumerja en el mundo y forme teorías, pero se forman sectas raras en algunas esquinas de youtube y demás
Y yo que estaba nervioso de explicarme mal en chunks de 300 caracteres...es complejo, osea me parece precioso que la gente se sumerja en el mundo y forme teorías, pero se forman sectas raras en algunas esquinas de youtube y demás
If the writers wanted us to find some important detail to the story, I really dont think it'd be tucked away behind some texture or other obscure asset.
If the writers wanted us to find some important detail to the story, I really dont think it'd be tucked away behind some texture or other obscure asset.
But also like...why even bother at all hunting for lore and world-building truths if you cant be bother to interpret the themes or what the story is trying to say on a more profound level?
But also like...why even bother at all hunting for lore and world-building truths if you cant be bother to interpret the themes or what the story is trying to say on a more profound level?
Sometimes a texture on a minor asset is just there to create an impression and not for some lore reason. The medium (AAA specifically) doesnt really allow for such things imo.
Sometimes a texture on a minor asset is just there to create an impression and not for some lore reason. The medium (AAA specifically) doesnt really allow for such things imo.
Guess im more talking about the "lore finally solved" types.
Its missing the forest for the trees.
Guess im more talking about the "lore finally solved" types.
Its missing the forest for the trees.
I believe in author theory but this feels cultish at times.
I believe in author theory but this feels cultish at times.
Besides, the more interesting theories are always the ones that consider the themes and not just the ingame texts
Besides, the more interesting theories are always the ones that consider the themes and not just the ingame texts
It gets to a point where ppl are doing backflips to justify something clearly re-writen half way through dev that doesnt stand at all on solid ground
It gets to a point where ppl are doing backflips to justify something clearly re-writen half way through dev that doesnt stand at all on solid ground
The sections with other "friendly" characters are more meaningful too and it helps sell the idea of a living world.
The sections with other "friendly" characters are more meaningful too and it helps sell the idea of a living world.
It feels more disjointed and has odd jump cuts at times (maybe this is more of an open world type of adventure?)
But the dungeon crawling concepts are some of Plasti's best work, specially on the 2nd half.
It feels more disjointed and has odd jump cuts at times (maybe this is more of an open world type of adventure?)
But the dungeon crawling concepts are some of Plasti's best work, specially on the 2nd half.
A ver si lo termino antes del 2030 y la gente no se olvida jajajajaja
A ver si lo termino antes del 2030 y la gente no se olvida jajajajaja
De todas formas tengo esperanzas en que encuentren ese nuevo sistema de combate. El propio estudio es consciente de las limitaciones actuales.
Ojalá un arpg más chiquito en el que experimenten con ello un poco, antes de portarlo al ER2, que es algo casi que garantizado jajaja
De todas formas tengo esperanzas en que encuentren ese nuevo sistema de combate. El propio estudio es consciente de las limitaciones actuales.
Ojalá un arpg más chiquito en el que experimenten con ello un poco, antes de portarlo al ER2, que es algo casi que garantizado jajaja
Está guay poder hablar del tema <3
Está guay poder hablar del tema <3
Si para esto el combate tiene que volver a algo más lento, me parecería respetable
Si para esto el combate tiene que volver a algo más lento, me parecería respetable
El sékiro es otro mundo porque el juego entero está construido alrededor del parry, pero no se cómo de realista es adaptar eso a un rpg.
El sékiro es otro mundo porque el juego entero está construido alrededor del parry, pero no se cómo de realista es adaptar eso a un rpg.
Creo que los parries se están estandarizando en todo y casi que para el detrimento del género. Al final es otro reaction timing como el roll, con más risk reward.
Artículo muy chulo al respecto:
rexzakel.wordpress.com/2024/09/09/t...
Creo que los parries se están estandarizando en todo y casi que para el detrimento del género. Al final es otro reaction timing como el roll, con más risk reward.
Artículo muy chulo al respecto:
rexzakel.wordpress.com/2024/09/09/t...
There's far weirder music out there that people enjoy, its just not that common in games, sadly.
There's far weirder music out there that people enjoy, its just not that common in games, sadly.