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Inspiration & Reference
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us.
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@drew 
none of you guys have one of those, do you? What a terrible thing to say, as if your time is somehow more valuable than anyone else here! 
It Was A Joke. 
come on. 
Internet Humour 
Ok, my mistake I apologize. 
Ixlrlxi 
Steve Howarth Miniatures Portfolio 
 
someone working on minitures in the UK? must be Shambler! 
Sock 
it's fine. I obviously should have used an emoticon. 
I Want His Job! 
 
LD Test 
Emergent Geometry... 
Drew 
You can call someone a cunt, as long as you put a smiley face behind it, you cunt :) 
 
Love These - 
 
Custom Overgrowth Map 
It's huge! Not yet lightmapped in the vid, so looks unfinished.

http://youtu.be/Kd5ytogC0zI 
Heh 
Is that the gritty Buggs Bunny reboot? :) 
Overgrowth 
I love the look of this game, I am dubious about it ever being properly completed though. 
 
Fifth: yeah, it's a 2 man team and they did almost all the tech from scratch. I wonder how much time they would have saved had a mature Unity or UDK be available at the time they started.

About the furries... yeah I totally hate that stuff usually. But in Overgrowth it somehow doesn't bother me. Seems more in the way that hieroglyphs or fables have anthropomorphic characters, not anime eyes rabbit manchilds with a double-d :P 
He Looks Lost 
Probably should have taken a left at Albuquerque. 
 
It's a neat game but I wonder if it's ever coming out. It's been YEARS in the making so far. 
And There's Still No Game, Judging From The Video 
just a renderer, i guess 
 
That game is a mess. It's trying to do far too many things... not just for the small team they have, even with a huge team it would be a mess.

If they focused it down to "3rd person combat" or "platforming/traversal" as a core, instead of "giant fucking maps where you bounce around with no goal or purpose and sometimes fight things for no fucking reason", it could actually be cool. Their procedural animation system is good, and either focused core could be an amazing game polished up.

Instead they've spent several years on a prototype, and as anyone who has ever finished a project will tell you, it's the last 25% that takes the most effort. They aren't even 50% of the way. 
 
Not sure if I follow? The game is virtually done at this point. They just need do the missions and tie the story together. 
 
hasn't it been like that for months? I followed the updates for a while in 2011 until I lost interest by the slowness. 
Overgrowth 
Yeah, it's slow as hell. But it seems like people are expecting progress to mean 'more features'. Dunno, I think it's a similair thing that happened with Rage. The devs come out with some potential features and could-be scenarios and the community interprets those as the game design. OG was simply meant to be an improved version of Lugaru. Which is a very simple game. In that regard it has already far surpassed the original.

Also creating a game engine from scratch can take several years for a single person working on it full time. There's plenty of examples of 1-2 persons working on a 2D game for multiple years. So yeah, it's been slow, probably slower than could have been, and the game isn't anything groundbreaking. But at the same time I don't think they deserve some of the harsh criticism they get. Maybe I have somewhat of a soft spot for them since they seem like awfully nice guys? (shrug) 
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