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Well, me too. I’ve prepared a few level sketches that I’ll be building when the editor releases, complete with their own puzzles and etc.
However, first I’d like to know the extent of customization for mission structure. For example, can I make a level similar to Ymir Outpost, where you can proceed after clearing the level, without destroying (overloading?) the core?
Also Swingarm, I can’t see your Picture, but I’d love to help in designing a few levels for you as well. I’m an architect myself, and I currently on a second level for Descent 1 1/2 Project. You can also check out my Descent 1 and 2 levels here at DMDB.
Hello sir;
I’m an architect, and I like to design levels and conceptual art. Like Haunted Parrasp, I also worked with Sol Contingency team for a while. I made a few concept art, mostly environmental.
Anyways, here are my questions for you. A few questions were also addressed to Luke Schneider, who recommended me to ask them to you:
1-What were your primary concept(s) when designing the Overload’s art assets?
2-What would you say had inspired you the most, other than the Descent series, while creating the environments, auto-ops, items, etc.?
3-Can you give us some general information about the Overload’s universe a bit? For example, how would you imagine a daily life in that universe? Would you say the level environments reflect this aspect at all?
4-What would be your favorite creation(s) for Overload? What made it/them your favorite subject(s)?
5-How was the development process of the Kodachi?
Thank you for your time!
I’ve just dug the internet about the product a bit. Looks interesting, probably useful as long as it receives quality content.
Now a good way to improve this technology would be to find a way to stream video data from your PC. Somewhat like how TrinusVR Works (Stream video data from your PC into your mobile phone over internet or its cable, and use its gyro to track head movement), except without the phone. The resolution might be terrible, though.
And maybe doing something to help adjusting that weight distribution problem…
I’ve taken the survey for Spanish and French. I’m not too fluent, but I can “guess” an optimal translation for those languages.
OMG, Trainee!! I’m sooo scared!!!…
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Or am I? 😛 😀Now this is something I’d like to see, just for a change of pace after all those Insane playthroughs. Can you also let me know, guys?
Speaking of Freespace… Check out this playlist by Fire;Steel: “Freespace the Forgotten Classic”
Hello Matt,
I’m sending a Spanish translation for the above text. I have to admit, I’m not much fluent in Spanish, and used a lot of the good old Google Translate. However, the translation should be fine.
-CERES Instalación minera autónoma
– La instalación minera autónoma en Ceres, el asteroide más grande en el sistema solar, ha estado en pleno funcionamiento durante 8 meses. Esta instalación prototipo, construido por Juno Offworld Automatización, replica la funcionalidad utilizada por Frontera de Crono en tres lunas remotas de Saturno. Un mes después del incidente inicial en la frontera de Cronus, las operaciones automáticas en Ceres también funcionaron mal. La instalación ahora debe ser destruida.
Cheers!
Hey, the Kodachi looks great, I liked your style! Nice artwork!
I want to draw one someday, after I settle down a few things here.
April 30, 2018 at 3:34 am in reply to: Revival Stream guest for 5/1: Lead Designer – Luke Schneider #16999Okay, here are my questions:
1-Regarding to the art direction, what would you say had inspired you the most, other than the Descent series, while creating the environments, auto-ops, items, etc.?
2-Can you tell us some general information about the Overload’s universe a bit? For example, how would ordinary people live? Would you say the level environments reflect this aspect at all?
3-When the level editor is released to the public, will we need to use Unity as well? If so, can we add our custom entities (environmental details, robots, etc.) in the levels too?
Thank you.
P.S. Both Entropy Experiment series were great!
Setup: Joystick + Keyboard
Model: Saitek Cyborg EVOSensitivity: Normal
Deadzone: Small
Joystick Turn Speed: +2
Joystick Roll Speed: NormalAuto Leveling: OFF
Aim Assist: OFF
Movement Speed Config: Tri-ChordHaha yes, I also noted the nose-clipping issue. There are cases where the ship clips into the reactor, walls, doors, etc.
Also the powerups you can’t pickup (full on ammo, energy, armor, etc.) goes through your cockpit, which makes for very funny pictures themselves.
Haha, I also have the said achievement 🙂
Haha, I played a bit of it, actually.
Speaking of occlusion, I also noticed a few light sources popping in and out on some levels – kind of like some unintentional flickering lights. Most notable was in Phoebe Refinery, there is a flickering skylight (See the secret area with 2 Creepers & Scorpions)!
That being said, I join D2Disciple. I’m very glad that the project has reached its final stages with such persistence, and with such quality. Keep it up, and good luck!
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