Maybe some angles form expected Player POVs? Walkways or doorways in the waterfront scene for example. Give employers a first- or third-person view of what kind of experiences you create for players.
Was it Natural selection you could also play the commander and get like a top down of the map showing where the players where to order the fps players to go where you needed them?
I was noticing that, too true Goes to show how much it takes to just make one that it can turn it's most dedicated players into casual players... just to make even more of 'em.
Here are some concept art we did for our mobile game we need critics on art, design and aesthetic Enemy 01 - Jiang Shi Enemy 02 - Fat Jiang Shi (mini boss) Player Char 01 - Taoist Player Char 01 3d mock up
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
So some background info: I'm making a short horror game based in a Dollhouse in the 1940s where the player gets trapped inside a dollhouse. Once the player finds a way out, they are transported to a surreal world. I'm struggling to convey how the playable space is portrayed in the game. I want to have the Dollhouse to be…
Your move forward and backward arguments are calling on a pawn. What pawn? The script has to know what to move when you invoke the command. Take a look at the existing player-controller movement functions and see how the player pawn is passed in there.
unless you use the forceplayer var, normally quake3 will show you proper models of the other players once you pressed TAB / brought up the score, until then it will defer loading player models and use your own to not interrupt playtime.
Oh I understand, I should've specified what kind of rocks I mean. I'm talking about what I guess you would describe as like, hero rocks? Human sized boulders. A static mesh that's scattered around the landscape that will draw the players eye and be at their height. Something the player will look at and should be very…
Thanks for the kind words! Spent alot of time flying around the map getting some ideas (does anyone else do this? Sometimes it feels like I spend 25% actually working and 75% flying around, damn level design habits die hard :) ) Mostly been focusing on figuring out how I'll be handling the visual treatment of the castle…