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Geek Culture / Descension

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Beno09
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Posted: 11th Jun 2012 02:12 Edited at: 11th Jun 2012 02:13
Hello guys, after a long time i'm finally posting on this great forum.
I already said in my " UDK - my first scene " thread that i geted in one studio and we are already working on one awesome game.
The team and studio name is 3rd Element Studios and we're working on a game named Descension : The Uprising.

About game :

Descension: The Uprising is an action/adventure game with an emphasis on puzzles and story but without forgetting the action. As the only person capable of stopping a planet wide catastrophe, you will explore the darker side of humanity as well as make difficult choices with unknown consequences. With a mystery to unravel, a new world to discover and understand, and possibly all life at stake it will take wit and intelligence, strength and power, stealth and cunning, or some of it all to make it through alive.

So we're still far from finished, the release date of game is unknown but we expect that will be out early next year.
Also the first trailer is coming next month and demo in september so please stay tunned for trailer and demo.
Visit our website for more information please.

Some of the ingame pictures :













Some of the concept art pictures :











-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
NIlooc223
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Posted: 11th Jun 2012 02:17
Amazing it's about time you start sharing more of this stuff. I see a few stock udk meshs though. Are the just place holders? Anyways that looks great can't wait to see more updates.

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Beno09
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Posted: 11th Jun 2012 02:26
Quote: "Amazing it's about time you start sharing more of this stuff. I see a few stock udk meshs though. Are the just place holders? Anyways that looks great can't wait to see more updates."


Yeah it's about time Just a place holders and this pictures are from old build so you can expect even better. Thanks bro and you'll see soon more updates about the game

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
CoffeeGrunt
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Posted: 11th Jun 2012 14:00
Wow! This is all pretty awesome!

Only thing I found mildly amusing is that your title basically means, "Going Down: The Going Up."
lazerus
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Posted: 11th Jun 2012 14:27
Nice progress, who drew the original character design? I recognise it from a while back ;')

Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.
Beno09
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Posted: 11th Jun 2012 20:10
Quote: "Wow! This is all pretty awesome!"


Thanks man, appreciate your comment.

Quote: "Only thing I found mildly amusing is that your title basically means, "Going Down: The Going Up.""


Yeah, we have that in mind. Not sure yet what we're going to do but this title will probably be at the end, thanks for pointing that.

Quote: "Nice progress, who drew the original character design? I recognise it from a while back ;')"


Thanks, Don Pyatt and Paul Watson are the drawers

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Beno09
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Posted: 12th Jun 2012 00:46
As you can see guys, the title is renamed, i made a fault. The game name is only Descension. Thanks to Josh for that.
Also i have one question for all of you guys.

What do YOU as gamers like to see in a boss bottle? Is it scope, size, scale of the battle? A hopelessness that this guy just cannot be beat? Do you like them to be tactical, hit us up with your ideas.

You can gave the answer here or at the official forum, here is the link : http://3rdelementstudios.com/Forums/topic/help-us-help-you/

Also be sure to check other topics.
Thanks!

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Blobby 101
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Posted: 12th Jun 2012 01:36
Personally, I prefer boss battles that aren't straight up fights. Like the boss in Half Life, you don't defeat it by just shooting it enough times, you have to first destroy the power crystals around it to weaken it. Battles with multiple stages are good as well, where a boss mutates, or changes its attacks when it gets damaged enough

JLMoondog
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Posted: 12th Jun 2012 03:33
I agree with Blobby. Also I love building size bosses. I think the first time you take down a Scarab from Halo 2 is a good example.

Ortu
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Posted: 12th Jun 2012 07:55
Bosses should be both imposing of presence and unpredictable in action. There's nothing worse than an easily identifiable pattern which once found makes the encounter more a tedious sequence of repetition than a fight

MrValentine
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Posted: 12th Jun 2012 08:01
I am just jumping in here to see more pretty pictures...

I like bosses who are both unpredictable and also are affected by the players experience levels [if any - ie... experience points = 500 boss health multiplier *50 - player experience = 2500 boss multiplier = 250...]

Beno09
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Posted: 12th Jun 2012 20:19
Thank you guys for all responses, we really appreciate all of them and we'll try to make very good and interesting boss battle for everyone.
Also later this day, i'll put more pictures and maybe few more informations about the game. So stay tunned.

Also feel free to make more comments, also if you have the time try to answer that question that i puted few posts up.
Thanks!

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Beno09
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Posted: 13th Jun 2012 00:25 Edited at: 13th Jun 2012 00:26
Okay, here i'm again with few more pictures. These pictures are not yet awesome as upper because i'm puting few pictures from work in progress of current level that we're working on. It's awesome, really big and interesting storage room level. It will be nice in there for all of you guys, you have the chance now to see all the pictures directly from UDK and how the process is going. Pictures are only from top views, in future time, i'll upload more of interesting and detailed pictures.
Hope you'll like it.










-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
NIlooc223
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Posted: 13th Jun 2012 05:47
Looking nice. Got any in-game pics of this room yet?

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Seppuku Arts
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Posted: 13th Jun 2012 13:59 Edited at: 13th Jun 2012 14:00
This looks pretty kickass.

Quote: "What do YOU as gamers like to see in a boss bottle? Is it scope, size, scale of the battle? A hopelessness that this guy just cannot be beat? Do you like them to be tactical, hit us up with your ideas."


I like my bosses to be a challenge and for them to be interesting. As said, just shooting at a boss isn't enough. I like big bosses that have multiple stages in a fight and require skill to take down. Some bosses I like to be cruel, but not impossible to beat.

I don't think a good boss is one that can just be zerged, it's one that'll have to have you think tactically to take it down. Usually this can be great multiplayer, but doable single player.

I quite like this boss fight in Nier, it has multiple stages, it's not that difficult though, but you do have to do plenty of dodging. You can see the frequency of attacks increase as he gets weaker and becomes harder to hit and you can only hurt it when the blue boxes turn pink.

http://www.youtube.com/watch?v=oTQC80FmGhs

In fact this game has plenty of decent boss fights and is pretty underrated IMO.

I also like it when you have to think about the fight.

Libervurto
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Posted: 13th Jun 2012 17:38
[grouch]
This all looks incredibly generic to me, it just doesn't grab me at all. The only vaguely interesting shots are the interiors where you have decorative engravings that look ancient mixed with the modern electronics. I'd like to see more of that. I want to believe that these structures come from a real world, with a real history.

It doesn't look bad by any means. I think I might have been put off by the "Only YOU can save the world!" intro. Such grandiose plots are usually covers for a complete lack of compelling narrative.
I hope you prove me completely wrong.
[/grouch]

Quote: "What do YOU as gamers like to see in a boss battle? Is it scope, size, scale of the battle? A hopelessness that this guy just cannot be beat? Do you like them to be tactical, hit us up with your ideas."

(Interesting typo, are you using a Dvorak keyboard?)

This is a bit tricky since I don't know how the game plays. I think it's essential that a boss cannot be beaten through conventional means; the player must be forced to use initiative and attack indirectly. A boss is by definition far more powerful than the player so it doesn't make sense for them to attack it head on.

I like the idea of a reoccurring boss; maybe choosing when to fight and when to flee could be part of the game. Only when you are able to defeat him should you fight, but waiting too long also has consequences - the boss kills more innocent people or becomes more powerful etc.

You could also have the entire "evil army" be the boss, essentially the entire game becomes a strategised fight. You must choose where to go and what targets to attack to weaken the enemy so you will be able to defeat them at their base.

RedneckRambo
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Posted: 13th Jun 2012 21:12
It's hard to say what we like to see in a Boss Battle given we don't know the game play mechanics. As said multiple times, a fight with multiple stages is always fun, especially even more so when you don't expect several stages. Mass Effect 1 for example, to me was an absolutely amazing boss fight (not so much Mass Effect 2's boss fight though.) Although I don't really agree with what a lot of others are saying about indirectly fighting a boss. I've never felt satisfied killing a boss that way. I want to take them head on. Gears of War 1 was a head on boss fight and is one of my favorite boss fights ever. I don't even know what was special about fighting that dude but he was epic nonetheless.
I don't know if any of you have played Clive Barker's Jericho (IMO one of the most underrated games of all time) but the final boss battle involves using special powers in a certain order but you can't use any ordinary attacks to kill him... It was easily the most let down of a boss fight ever in any game. I want to dive in, run 'n gun and kick ass. Of course I'm a Redneck Rambo though and that's how Rambo rolls.
It can't just be basic run 'n gun though of course. The boss needs some sort of special abilities that require the player to think, dodge, or react in some sort of way that hasn't been done previously in the game. I hate bosses that are basically just a wall, like Mass Effect 2's boss or bosses in Gauntlet Legends (both awesome games yet not fun bosses.) The boss needs full freedom to move wherever.

I>Every single one of you

Have a nice day
Beno09
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Posted: 17th Jun 2012 17:56
Thanks to all of you. Really everything that you're saying is going to us, and we're taking every suggestion that you're saying.

The game is going pretty good, we have many new stuff to said to all of you. But for now, i'll just put one concept art from our guy Don. It's the concept art of the ship Volatere. It's big ship guys, believe me.



-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
NIlooc223
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Posted: 17th Jun 2012 19:04
Wow you have some amazing artists on your team. I have a question about the ship.... do you get to fly it....

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Libervurto
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Posted: 17th Jun 2012 20:17 Edited at: 17th Jun 2012 20:33
I think a better name for that ship would be Voltaire. If his character is descriptive of the ship's mission (or ironically describes the exact opposite, as does Orwell's Ministry of Love for example) it could be a very useful association. Even if this game is set in an alien world it still works, there is no direct reference to Voltaire the man, so it can be seen as a coincidence, a fact that the two worlds are similar and produce similar descriptive words. I think that helps to make the world believable and relate to the player.

Jeku
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Posted: 18th Jun 2012 00:27
This looks pretty cool!

Personally I don't like boss battles at all. I understand most games have them, but I wish they didn't. My stress level goes up and I'm often just powering through the bosses to get them over with. I love games that don't have bosses, actually.


Senior Developer - CBS Interactive Music Group
Libervurto
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Posted: 18th Jun 2012 03:12
I agree with Jeku, boss battles seem very contrived.

Shh... you're pretty.
Beno09
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Posted: 19th Jun 2012 16:05 Edited at: 19th Jun 2012 16:06
Quote: "Wow you have some amazing artists on your team. I have a question about the ship.... do you get to fly it...."


Thanks man, they are amazing.

Quote: "I think a better name for that ship would be Voltaire. If his character is descriptive of the ship's mission (or ironically describes the exact opposite, as does Orwell's Ministry of Love for example) it could be a very useful association. Even if this game is set in an alien world it still works, there is no direct reference to Voltaire the man, so it can be seen as a coincidence, a fact that the two worlds are similar and produce similar descriptive words. I think that helps to make the world believable and relate to the player."


You set up very interesting point and it would be very useful for us if we didn't already thought about that.
Read this, it's what we are pointing on this ( it's little spoiler ) :


Quote: "This looks pretty cool!"


Thanks!

Quote: "Personally I don't like boss battles at all. I understand most games have them, but I wish they didn't. My stress level goes up and I'm often just powering through the bosses to get them over with. I love games that don't have bosses, actually."


Quote: "I agree with Jeku, boss battles seem very contrived."


We'll have this on mind for sure, even if me make bosses, we're not going to put them all around. Probably there will be only one boss.

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Libervurto
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Posted: 19th Jun 2012 17:14
@Beno - RE:Voltaire - Ah it worked on me then.

Shh... you're pretty.
Beno09
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Posted: 20th Jun 2012 22:28
Quote: "@Beno - RE:Voltaire - Ah it worked on me then. "


Haha...yeah it worked

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Libervurto
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Posted: 22nd Jun 2012 01:43
I don't know if you have music already but here's something I wrote. If you actually wanted to use it I could make a better quality version and make it a bit more interesting, I feel it's a bit dull atm.

Shh... you're pretty.
Beno09
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Posted: 22nd Jun 2012 02:00
Quote: "I don't know if you have music already but here's something I wrote. If you actually wanted to use it I could make a better quality version and make it a bit more interesting, I feel it's a bit dull atm."


Yeah, we have already one music composer and writer. Your song sounds interesting and i will show it to team and see what they think about it. You're music composer/writer for a long time or ?
Also, thanks for this song

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Libervurto
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Posted: 22nd Jun 2012 02:43
Quote: "You're music composer/writer for a long time or ?"

I have never done anything commercial but I like writing music, especially if there's a clear atmosphere to be created.

Shh... you're pretty.
Libervurto
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Posted: 22nd Jun 2012 20:48
I see your thread looking for an animator was locked, I think that is out of order since this is clearly a project that's under way. Maybe the mods didn't realise it was linked to this project.

Shh... you're pretty.
Beno09
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Posted: 23rd Jun 2012 00:18
Quote: "I see your thread looking for an animator was locked, I think that is out of order since this is clearly a project that's under way. Maybe the mods didn't realise it was linked to this project."


Yeah, we're looking for animator and it was strange that they locked it because it's geek culture and i thought that everything can be published here. Surely there are a lot of talented animators but we can't look for them here, i'll not discuss to much about them here because this thread can get locked too

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
dab
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Posted: 23rd Jun 2012 00:45 Edited at: 23rd Jun 2012 00:48
TGC had a bad history of team requests where everyone and their dog had this great idea then wanted free labor from everyone here. So to keep from the team requests from flooding the forums, they just made it not allowed, unless you demonstrate that you've already got something to show. I think if you emailed a mod discussing that request was for this game, and added more info to the post, they'd be willing to unlock it.

And while I'm posting here, your artwork looks amazing!

Beno09
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Posted: 23rd Jun 2012 00:48
Quote: "TGC had a bad history of team requests where everyone and their dog had this great idea then wanted free labor from everyone here. So to keep from the team requests from flooding the forums, they just made it not allowed, unless you demonstrate that you've already got something to show. I think if you emailed a mod discussing that request was for this game, and added more info to the post, they'd be willing to unlock it."


Thanks for this info man. I'm "new" here so didn't knowed this and i will sure contact one of the mods and see if they can get that thread opened because we really need animator for character.

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
swissolo
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Posted: 23rd Jun 2012 01:00
Quote: "Thanks for this info man. I'm "new" here so didn't knowed this and i will sure contact one of the mods and see if they can get that thread opened because we really need animator for character."

I'm sure it would help your case to link this thread alongside it You need really solid proof of a strong project as well as clear guidelines for the potential clients. (you have no doubt a strong project ) If it's still locked, you can link an email for those who are interested to use instead.

swis
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Beno09
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Posted: 23rd Jun 2012 01:04
Quote: "I'm sure it would help your case to link this thread alongside it You need really solid proof of a strong project as well as clear guidelines for the potential clients. (you have no doubt a strong project ) If it's still locked, you can link an email for those who are interested to use instead."


Thanks man for suggestion and good comment, i just sent the email to one of the moderators and i'll see what he think about this. If it didn't get locked up i'll understand it and do what you said, put the email for everyone interested. And yes, the studio and game are getting pretty strong in past few months.

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
swissolo
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Posted: 23rd Jun 2012 01:53
Quote: "Thanks man for suggestion and good comment, i just sent the email to one of the moderators and i'll see what he think about this. If it didn't get locked up i'll understand it and do what you said, put the email for everyone interested. And yes, the studio and game are getting pretty strong in past few months."

No problem
Also, here's a link to TGC's "official" rules on team requests if you need it. http://forum.thegamecreators.com/?m=team_requests

swis
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Libervurto
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Posted: 30th Jun 2012 14:16 Edited at: 30th Jun 2012 14:26
I thought my other tune didn't sound much like a theme tune so I wrote another one that I think is more epic, and I made it loop pretty seamlessly. It's a little crackly due to my crappy socket adapter (going to buy a new one later).
I would like to hear what music you have for the game.

Shh... you're pretty.
Beno09
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Posted: 2nd Jul 2012 12:11
Quote: "I thought my other tune didn't sound much like a theme tune so I wrote another one that I think is more epic, and I made it loop pretty seamlessly. It's a little crackly due to my crappy socket adapter (going to buy a new one later).
I would like to hear what music you have for the game."


This sounds a lot better. You have a good skill for sure. We didn't yet showed any of our music, we will later

Also two new pictures from concept art :

Traeven complete :


A Stealthy Decision :


-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Pincho Paxton
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Posted: 2nd Jul 2012 14:45
Good shading on that first face, makes it look 3D.

Beno09
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Posted: 6th Jul 2012 22:48
Quote: "Good shading on that first face, makes it look 3D."


Thanks man, we have really amazing art team. Probably video about drawing our main character will be published soon.

Also teaser trailer is really near, be ready for 21st this month

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Beno09
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Posted: 6th Jul 2012 23:32
Quote: "I thought my other tune didn't sound much like a theme tune so I wrote another one that I think is more epic, and I made it loop pretty seamlessly. It's a little crackly due to my crappy socket adapter (going to buy a new one later).
I would like to hear what music you have for the game."


Hey my man, our team leader just listened to your song and he said that this song have the potential to be included in some moments of the game but only if you could be able to polish it more. Will you be able ? Cheers!

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Libervurto
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Posted: 8th Jul 2012 03:18
Quote: "Hey my man, our team leader just listened to your song and he said that this song have the potential to be included in some moments of the game but only if you could be able to polish it more. Will you be able ? Cheers!"

Cool.

I actually came here to post another version I recorded. The tune was stuck in my head and it bothered me that the start is not very musical so I changed it. I was also thinking about the whole descension/ascension thing so I made it flow up and down. The new beginning has made it more of a full tune but has softened it a lot so it might not be the style you want. I can always do another version with the "bouncy" harder sound if that's what's required. I have been doing this for fun anyway so no problem to work on it some more.

(Recording quality is crackly but I just need to buy a $3 adapter to fix that.)

Shh... you're pretty.
Beno09
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Posted: 10th Jul 2012 15:58
I'll show this version to the boss my man, we'll see what will happen. Thanks for puting this out for us

Also i came here to say that if you have any gameplay or personal wishes for the game, please drop it out here and we'll see if any of them will be in-game.

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Libervurto
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Posted: 11th Jul 2012 02:36
Okay. Where is this music going to be used? What is happening when it is playing? I'm not sure how it should sound.

Quote: "Also i came here to say that if you have any gameplay or personal wishes for the game, please drop it out here and we'll see if any of them will be in-game."

I assume this is to everyone not just me.
If you're asking me then... err... Magic Space Pirate Zombies?

Shh... you're pretty.
Beno09
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Posted: 15th Jul 2012 23:01
Just polish the previous version little bit Bese

Competition: When we reach 100 LIKES we will give away a copy of Hitman Blood Money for Steam

Facebook site : http://www.facebook.com/3rdElementStudios

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Beno09
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Posted: 16th Jul 2012 00:59
Descension strives to be a game about story, and as such it also strives to be a game full of choices. In an effort to make this more intuitive, most areas of the ship and the game mechanics are designed around Three possible paths to completion. In RPG games there is the Mage class, the Warrior Class, and the Thief Class. Let this serve as a metaphor for these gameplay styles, and it is up to the player to choose at any given time what playing style they prefer. In contrast to a typical RPG game, the player isn’t forced into one mold or another, but rather the game will adapt to their preferred playstyle, unlocking skills and areas only accesible to those proficient in their preferred skillset, especially towards the end of the game, where certain story arcs are only available to those with certain levels of proficiency. Working in tandem with these styles, the player will become more proficient and their subsequent skill base modifiers will allow them to further excell in those playing styles they practice the most. This is all done under the hood, with only a few indicators to que the player as to their ability levels in each area.



-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Libervurto
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Posted: 16th Jul 2012 03:03
I probably shouldn't have waited to ask this but by "polish" do you mean simply a better quality recording that is played well and loops nicely or does it need to be fleshed out with more instruments etc? I'm going to experiment with both unless you have a strong preference.

Shh... you're pretty.
Beno09
15
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Joined: 3rd Jun 2011
Location: Bosnia and Herzegovina
Posted: 20th Jul 2012 16:38
So tomorrow is the big day, our new trailer will be avaliable for viewing via our website OR our YouTube channel www.youtube.com/3rdElementStudios

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Travis Gatlin
17
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Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 20th Jul 2012 18:46
You have some quality work going here Beno! It looks terrific!

http://www.3dartistonline.com/user/Travis%20Gatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Beno09
15
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Joined: 3rd Jun 2011
Location: Bosnia and Herzegovina
Posted: 20th Jul 2012 20:03
Quote: "You have some quality work going here Beno! It looks terrific!"


Thanks man, even we're indie studio, we're pushing ourselves really hard in this game as every of us wants to create name for the further jobs at game development. And who knows maybe our studio at end become real studio. It's up to ourselves and we're ready for that.
Thanks again Travis, all pictures that aren't concept arts are from the old build of the game, and we're gonna to have everything redesigned to look even better.
And be sure to watch trailer tomorrow

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
Travis Gatlin
17
Years of Service
User Offline
Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 21st Jul 2012 12:47
I definitely will do!
I really enjoy your concept artist's work though. It's very stylized and extremely good for referencing. I wish I could find one like that.

http://www.3dartistonline.com/user/Travis%20Gatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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