bulletin witch

Game looks cool as hell but this sentence

is a crime against reason

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Interesting thread from the former art director of Journey about what goes into animating a flock of seagulls in Unity:

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bird, foliage, same difference

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Based on the frequency that I see these Subnautica comparisons made, and the tenuousness of those comparisons, I am forced to conclude that most gamers aren’t aware that oceans exist and think that Unknown Worlds invented the concept of water deeper than your head.

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Hell yes, Clive Barker souls

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Ten years from now I’ll probably be telling everyone this was my favorite Switch release and I’ll be even more socially isolated than I am now.

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God I have been subbed to their twitter for ages but they’re just never going to get out from under Hyperlight Drifter’s shadow

BELOW, Capy’s dark & deadly dungeon crawler, is coming to the Playstation 4 this spring, along with a brand new mode called EXPLORE, geared for players who value discovery over difficulty.

EXPLORE Mode features these changes to BELOW’s core rules:

  • Reduced Survival Mechanics: No Hunger or Thirst.
  • Traps, Damage & Death: No instant kills + All damage depletes player Health slowly through bleeding, giving players a chance to recover.
  • Permanent Bonfire Checkpoints: Checkpoints can always be returned to after death, allowing players to continue progressing deeper into the underworld.

BELOW’s original SURVIVE Mode exists in its pure, untouched form for player’s excited to test their mettle against BELOW’s original challenge.

EXPLORE Mode is also coming to the Xbox One and Steam.

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Very interesting, I always considered Below as the sister game to Galak-Z (we revealed to each other first (and we made many of the same mistakes)), and this concept and language to describe it is almost identical to the ‘Story’ mode added in our first big (late) patch.

I also think it fundamentally fails to address the underlying issues! oh well

At the very least that sounds like a version of Below that I’d at least try.

Play it for the look, the sound, and the mood,
be ready to walk away as soon as you capture the exact kind of longing,
and you don’t need to delve deep

Fucking wild

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can’t be too long before this or equivalents are standard operating procedure

I think my main problem with Below is that the enemies were just not engaging, visually or behaviorally, and that the rest of the game didn’t either have enough aesthetics or mechanical interest to offset that.

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gosh, even using this in traditional animation production for tweening, it’d be so nice

it looks like it struggles most with respecting the underlying pixel grid. I wonder if that’s easily cleaned up with nearest-neighbor scaling and re-palettizing the image

cheating is never against the rules in game dev; you’ll see AI-generated voice clips as a mainstay to support procedural characters and reactions within next gen

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