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Join Matt again for another inMomentum developer video log! While we had a hiatus with video updates, we ensure you that the production of the game has not stopped.
We've ran into evil technicalities but (obviously) we didn't let that beat us! And we'reback, good as new, even better! In this update we present you:
Pure. Uncut. Gameplay.
Enjoy the video and be sure to subscribe to our Youtube channel for weekly updates and more!
Please keep in mind that everything you see in the video is a work in progress. Things are liable and likely to change. If you have any suggestions, criticisms or ideas leave them in the comments and we’ll be sure to look them over. We always appreciate criticism and creativity!
We hope you enjoyed this update. If you would like to follow our progress, you can Watch the project or tune in with one of our community sites. Thank you for your interest and support.
a grappling hook would be a good idea
It looks like the game could benefit from some subtle assists to help keep you from sliding of edges and stuff when you look around and jump, looking at the fiasco around 4:16. Maybe even just a delay to keep where you look slightly independant of where you run.
That said, the game looks great, and the music is hypnotising.
To be honest, that was just me being very-very bad. Haha. It's part of the challenge to keep yourself in the run while changing your looks. It's easy to figure out, but hard to master. =)
Great job you guys! The game looks to be shaping up to be something special. Do you guys plan on implementing visual of the player movement such as hands and leg, much like Mirrors Edge?
Not sure about the new level but love the new gameplay mechanics and everything else about this game it's so amazing.
Still very intrigued by this game. I like how the momentum is build up, although I'm not sure about the double jump in mid air. Sometimes you jump and then thrust yourself forward as if you had a jetpack or something. It seems a bit odd.
I think I mentioned this before, but some HUD feedback would be nice. A small shake when you hit a surface for instance. Now the player movement feels quite static.
Good work so far guys!
The mid air thing is a combo. You can bounce off a surface twice, then need to move away and back on to bounce twice again. However, if you bounce off only once, and move yourself away - you have a few seconds to initiate a "momentum boost" combo. It's actually really hard to pull off well. =)
As for the shake stuff, that's actually in the works. A bit of head bobbing, shake when you jump/land and bounce off will be added in a few days.
AWESOME! ^^
Wow that looks quite sweet, and at 3:36... those particles are just SO AWESOME! I JUST CAME!!
Btw, does the color combination (orange + white) has something to do with Half Life or just a coincidence? XD
If the fact that Half Life was (is) one of my all time favorite games count, then maybe. But in fact, the game will feature many different combinations across levels - in this case, it's actual a coincidence. But I do love Half Life.
First: Great to see another video from inMomentum.
One thing i wondered: Since the Levels are going to be using one / two colors mainly, do you intend to adjust the HUD according to the levels? I mean, i think a high contrast would increase the visibility, so a color-dependant HUD would make sense (or am i missing something?)
The HUD that you see in there is a placeholder. It's going to be static to give it a better flow, but it will be more so that it will be clear independent from all levels. ;)