Pinned Tweet
Ran out of room in the bio;
If you want to be the first to hear about playtesting peep the discord: discord.gg/F6bRFfEnvh
And if you want to reach out to me directly the best way is revanchistdev@gmail.com
If you want to be the first to hear about playtesting peep the discord: discord.gg/F6bRFfEnvh
And if you want to reach out to me directly the best way is revanchistdev@gmail.com
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Travis retweeted
I use renders of high-res 3d as a base to make the textures (Either done by me for more important / distinctive props & weapons or assets for more generic items & objects) to get something that looks distinctly oldschool but with a realistic vibe.
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Also just finished the mesh for a new creature!
1264 polys with one 512x512 texture
For anyone curious abt the process, I start out with high-res 3d, take some renders, make a new low-poly version and use projection to paint the renders to the texture. Nothing too fancy!
1264 polys with one 512x512 texture
For anyone curious abt the process, I start out with high-res 3d, take some renders, make a new low-poly version and use projection to paint the renders to the texture. Nothing too fancy!
Think I'm finally starting to get a hang on the whole retro graphics thing. Still not great, but not awful anymore either.
Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
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Heads up, new bug discovered
Some rooms have items changed in the latest patch, seems to have messed with save indexing.
If loading saves made on old versions, some items may have shuffled locations / counts.
For now only fix if it happens is starting a new game
Some rooms have items changed in the latest patch, seems to have messed with save indexing.
If loading saves made on old versions, some items may have shuffled locations / counts.
For now only fix if it happens is starting a new game
New update is now live!
-Improved camera
-Motion sickness mode
-Difficulty balancing
-Updated physics
-Improved animations
-New weapon
-Many small bug fixes
Will also be letting in more playtesters right away!
store.steampowered.com/app/3640820/Th…
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Think I'm finally starting to get a hang on the whole retro graphics thing. Still not great, but not awful anymore either.
Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
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New update is now live!
-Improved camera
-Motion sickness mode
-Difficulty balancing
-Updated physics
-Improved animations
-New weapon
-Many small bug fixes
Will also be letting in more playtesters right away!
store.steampowered.com/app/3640820/Th…
-Improved camera
-Motion sickness mode
-Difficulty balancing
-Updated physics
-Improved animations
-New weapon
-Many small bug fixes
Will also be letting in more playtesters right away!
store.steampowered.com/app/3640820/Th…
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Oh and some bug fixes for the settings (first time programming this kind of thing and i am BAD at it)
If you experienced any strange behaviour with the settings (very likely), please let me know so I can look into it!
If you experienced any strange behaviour with the settings (very likely), please let me know so I can look into it!
New patch out soon with a slew of new updates;
Updated, more responsive camera controls
Motion sickness mode
Difficulty adjustment (only effects struggling players, like a couple extra ammo drops if below ~50-60% accuracy. No leeway for wasting ammo on unnecessary combat though)
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New patch out soon with a slew of new updates;
Updated, more responsive camera controls
Motion sickness mode
Difficulty adjustment (only effects struggling players, like a couple extra ammo drops if below ~50-60% accuracy. No leeway for wasting ammo on unnecessary combat though)
Updated, more responsive camera controls
Motion sickness mode
Difficulty adjustment (only effects struggling players, like a couple extra ammo drops if below ~50-60% accuracy. No leeway for wasting ammo on unnecessary combat though)
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And sorry motion sickness mode is taking so long! If you're wondering why, the camera code is very old and I'm currently in the "find out" stage of programming best practices. It'll be out very soon!
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After some more important fixes & features I'll be taking a shot at controller support for the menus and tuning up the item box a bit.
Planning to let players split stacks of items and manually reorganize inventory (both often requested). Anything else you think it's missing?
Planning to let players split stacks of items and manually reorganize inventory (both often requested). Anything else you think it's missing?
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I don't play much modern games, maybe a dozen from the last 10 years, don't find them interesting
Seeing the way that people who answer this with "RE2 remake" and "Silent Hill f" grapple with the concept of low skill floor, high skill ceiling makes a lot of things make sense
Seeing the way that people who answer this with "RE2 remake" and "Silent Hill f" grapple with the concept of low skill floor, high skill ceiling makes a lot of things make sense
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Current feedback on the game’s difficulty is split between ‘just right’ and ‘a bit too hard’
Coming in the next update is a simple adaptive difficulty system that’ll throw struggling players a bone when & how they need it, such as a bit of extra ammo for low-accuracy players
Coming in the next update is a simple adaptive difficulty system that’ll throw struggling players a bone when & how they need it, such as a bit of extra ammo for low-accuracy players
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So, it seems a lot of people who found the game since last time are modern RE fans who think this will be that (understandable, fps, laser sight etc) but it means 3/4 of feedback is just "remove x core feature"
I want to set expectations, but not turn people away. How's this
I want to set expectations, but not turn people away. How's this
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Also, if anyone seeing this IS a modern RE fan who's tested the game, would this disclaimer being at the have helped you go in with the right expectations at all or nah?
So, it seems a lot of people who found the game since last time are modern RE fans who think this will be that (understandable, fps, laser sight etc) but it means 3/4 of feedback is just "remove x core feature"
I want to set expectations, but not turn people away. How's this
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I'll take "Not My Target Audience" for 500, Alex
Not being able to drop items implies you are placing items in the game which serve no purpose other than to be traps that take up valuable inventory space.
These items only serve to inconvenience players in a first playthrough and won't be picked up in a second playthrough.
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