Made a lot of progress today. Doing a lot more work as the deadline comes closer. Changed up the colour scheme to keep myself interest. Also re-did a lot of the chrome. The '08' is a placeholder for now. I'll be using the font elsewhere but I want to replace it with a retro space logo.
Fan art for Tron 2.0 by Monolith from 2003.One of my favorite games.The goal is to look retro and abstract like original TRON and TRON 2.0 but done with modern game engine...in my case UDK. Teaser screenshots from my test scene :D Color test...
I bought it on steam, awesome little game :) . Congrats on getting it out man, that quite an achievement! Though as much as I love the retro vibe, I found the music really annoying and wished I could turn it off :p . Would love to be able to play this coop on one screen!
Yeah, it would sell like pancakes on XBLA, PSN and maybe even Iphone too? It looks very compatible with these casual formats ... yet also very appealing to 30-something retro gamers, which I think are a huge part of this console generations market. What about steam too?
4209 7438 6363 I think this game is getting lost in Oblivion. Get it! HAHAHA!!...ugh... Anyways, this is really impressive. The DS is truly the little portable that could. But the level design blows in single player (so far). Clearly Retro wasn't involved in that aspect. But the multiplayer is intense. And there's bots to…
I'm still on the lookout for work. Here's a small update on recent works; Some materials I've recently created, along with one of them applied to a prop bar booth. I'm currently still focused on Beyond Skyrim: Morrowind, but working on a side project of a retro dive bar.
Pretty much every boss in retro platform games was stupidly hard. The Big boss in Narc was particularly stupidly hard. Still never beat it. The boss stage before the final boss in God of War had me beat as well. The multiple Kratos stage I think it was.
If anyone is going for some retro DooM action - don't forget: http://dengine.net/ I completely agree that DooM's gameplay remains quite unique today. The abstract level design, along with a unique per-level music & scenario, made each level a game on its own.
Hehe, and I'de sooner take your XT1 over the DF which is a bit of an abomination of retro-styling-for-the-sake-of-it. With the DF you're still stuck with those big FF lenses, so might as well go D800/D610 and have a camera with ergonomics to match the lenses. =P
Work in Progress Update Added some retro looking planets and decided to return to the grid pattern, only this time I'm using it in the sky instead of on the ground. Pretty happy with the overall look, but now I need to figure out how to get it on the actual model. Off to YouTube...