Website: http://www.footnotesforthefuture.com/
Most movement games are mostly-linear route optimising speed run games.
*This* is the level of improv and density I want to see.
Super bonus for not being in a realistic city.
Following with immense interest, and I hope it blows up.
What frustrated me in Mirrors Edge was that you could only jump off a bar straight ahead, I'm trying to give finer control to the player without making things too difficult.
Still lotsa work to do tho.
#indiedev #gamedev #screenshotsaturday #parkour
Most movement games are mostly-linear route optimising speed run games.
*This* is the level of improv and density I want to see.
Super bonus for not being in a realistic city.
Following with immense interest, and I hope it blows up.
I am a contradictory being.
* Fake frames are generated to interpolate real ones: angry
* Object visualisation is interpolated in real frames so objects moving in virtual frames (physics ticks) seem smooth: necessary and good
I am a contradictory being.
* Fake frames are generated to interpolate real ones: angry
* Object visualisation is interpolated in real frames so objects moving in virtual frames (physics ticks) seem smooth: necessary and good
It's funny how the response to grabbing attention *isn't* to make games so compelling they deserve your full attention.
Maybe because it's hard. Also the deep down association in games that value for money requires length. Why is that?
It's funny how the response to grabbing attention *isn't* to make games so compelling they deserve your full attention.
Maybe because it's hard. Also the deep down association in games that value for money requires length. Why is that?
blog.joeyschutz.com/to-kill-a-dr...
#godot #yarnspinner #psx_horror
youtu.be/betFzJ0l01I
#godot #yarnspinner #psx_horror
youtu.be/betFzJ0l01I