Love - an inspiration to all indie devs

Chat about anything not covered in these forums, but keep it civil!

Post » Tue Apr 14, 2009 7:19 am

Most recent episode of COOP has a segment on Love:
[url:ihdjeveb]http://revision3.com/coop/groove/[/url:ihdjeveb]

Love is blowing my mind. everything about it is so creative. Footage of the other games is good too, but Love footage starts around 21 minutes in.






It's a 200 player online co-op experience against a procedurally generated AI world. You build settlements, including infrastructure and defenses, with tokens collected around the world. No word on release date or even a beta =/
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Post » Tue Apr 14, 2009 11:34 am

i rather like the asthetics of the screenshots, but seeing the game - and it's filters/shaders - in motion makes my eyes hurt. not the general colors, just the dirt/grind-filter that is laid over the top. i don't think it's a good idea to use abrasive visuals like that when you need someone to actually pay attention. so i hope the game will allow you to switch off that 'very old movie'-filter, because it really impacts everything else; although i can't imagine anyone driving that sort of art direction to allow the audience to mingle with it (that might be a prejudice there). but let's not speculate on anything that hasn't been released yet, right? :)
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Post » Tue Apr 14, 2009 2:38 pm

I dunno what you're on about, I love how it looks!
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Post » Wed Apr 15, 2009 3:45 am

the same people made a 3D modelling program (quel solaar) and a server (verse) for collaborative modelling using said program.



For the life of me I couldn't figure the thing out, even reading tutorials. Very awkward.

Blender adopted Verse btw, when I tried it first it was very alpha, but I did paint a texture in another program with live update in Blender. Cool bananas.
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Post » Wed Apr 15, 2009 3:45 pm

I'm not too keen on the look. I can see why people really like it, and the stills look really nice, but in motion the post processing doesn't seem so effective. Looks like cover everything in square particles + soften + bloom or something along those lines. It's all a bit random and doesn't give the impression of a texture or type of surface, it's too abstract. What do you think those walls would feel like if you touched them? Still, the gameplay idea sounds really cool.
Scirra Founder
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Post » Thu Apr 16, 2009 5:05 am

personally i think it looks best in motion -- seeing the air move like that (and air movement also has gameplay implications) and the surfaces abstracted. it's like a crazy impressionist painting that you move around in. it's obviously not going for realism.. it's more dream-like. video compression may effect how it looked -- i had downloaded and watched the HD version. i probably don't want every game to have that aesthetic (i'm not saying it's the defacto, bar raising, new standard for all games to mimic), but i do like to celebrate new and interesting game concepts.
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Post » Thu Apr 16, 2009 6:11 am

[quote="dfyb":1rjp7yx8]personally i think it looks best in motion -- seeing the air move like that (and air movement also has gameplay implications) and the surfaces abstracted. it's like a crazy impressionist painting that you move around in. it's obviously not going for realism.. it's more dream-like. video compression may effect how it looked -- i had downloaded and watched the HD version. i probably don't want every game to have that aesthetic (i'm not saying it's the defacto, bar raising, new standard for all games to mimic), but i do like to celebrate new and interesting game concepts.[/quote:1rjp7yx8]

That's what I was thinking. I didn't care much for the screenshots, since you can already do a lot of that stuff with just textures. But when the thing moves and the whole look is basically based on Post Processing Effects (which seems to be the big thing now, let's just look at Killzone 2), it truly becomes beautiful.
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