City of Amber

Show us your works in progress and request feedback

Post » Thu Apr 07, 2016 11:14 pm

Looks really 90-ish and I love it! I think you should consider using higher resolution textures.


(I saw a nipple lol)
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Post » Fri Apr 08, 2016 5:27 am

Thank you! Nothin wrong with some good ol 90's monster nips.

My God... What the hell is wrong with me? :lol:
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Post » Sun Apr 10, 2016 1:14 am

Got another development video here. In order to have more organic-feeling enemies, they're gonna need more than one attack! So here's the Scavenger's secondary, ranged attack:
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Post » Mon Apr 11, 2016 11:55 pm

There are going to be lot's of strange transitions in City of Amber, as we travel through Lilly's guilt-ridden conscience. When the lights go out we can always expect to wake up in a new, worse place, than before. Remember GP: Redux's Asylum?
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Post » Tue Apr 12, 2016 5:40 am

I love working on outdoor environments! Finally getting the outside of the Asylum up and running in-game:

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Post » Tue Apr 12, 2016 7:49 am

The graphics has been really improved ! I prefer those ones than the first ones ! Even your character looks really beautiful.
You spend alot of time in video-making, will you be able to show them in-game ?
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Post » Tue Apr 12, 2016 7:59 am

Oh, of course! All of the videos I have shown will be present in the game. This one will be very FMV cutscene-heavy. It's getting pretty ambitious, but I'm really enjoying making this one! And thank you for your compliments!
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Post » Fri Apr 15, 2016 9:51 am

Wanted to show an image of the new quick menu system, and the new high-res look for the interior of the asylum. There won't be a separate pause menu for sorting through equipment like GP: Redux had. This time everything is live! Of course there will also be a quick-select button to automatically switch between using your melee weapons or firearms when you're in a pinch.
The asylum itself is nice and well-lit in this image to show off the improved resolution. When I add the shadows and faint lighting it will look a bit more sinister.

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Post » Tue Apr 19, 2016 9:47 am

Things on the development end are beginning to look a little familiar... I know we're all waiting to see how these nasty little guys are going to play out this time. So the next post is going to be a combat demonstration on the Scavenger! Let's see if I've learned anything this past year! :D
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Post » Sat Apr 23, 2016 2:44 pm

Alright, everybody, this is what many of you have been waiting for! This is the Alpha build for the Scavenger enemy-type. I'm sure this will exceed what you may have expected!
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