heh I'll be back again... it's only a matter of time
heh I'll be back again... it's only a matter of time
Chess is featured in Myst 4: Revelation quite a bit, so it is in the Myst universe.
Yes the looks are very important. I'm waiting for somebody to point out the pieces don't cast shadows. I'm still working on that one.
Yeah I think jumping puzzles have been just about been beat to death. New content coming real soon!
I'll just put some quick generic examples here. They may seem obvious in the FPS genre but just haven't been used in adventure games yet.
If there are rocks on the ground, you can pick them up. If there are glass objects about, you can break them. Want to vandalize and make a mess? You can go right ahead. Because everything is dynamic (can move, break etc.) there are many more gameplay possibilites. Do you need to throw an object somewhere? Can you set up a system of weights?
One very good outcome of this is that not all dynamic objects are important. In typical adventure games, if you see a moveable/interactable pebble on the ground, chances are it's there for a reason. I think that's ridiculous, as it lets the player just look for interactable objects and randomly fool with them until he gets it right. Once there are a whole load of objects that are there just for realism, the player must consider what's important and what isn't. Now maybe I won't be able to implement everything perfectly, but we'll see.
The pieces are not textured yet, which is the main reason they look blocky. (And of course the knight isn't done.) I could easily have made them with 10 times the number of polygons but I don't believe that would have made them any better. I would rather spend the polygons on more objects in the scene.
"The Source Ages" is the project name, not neccesarily the game name.
I fixed it. It just took a couple hours to update for some reason.
Just to let ya know, I have always been the leader of The Source Ages and will hopefully get full admin rights to the profile soon. I have added a comment to it for now. We are not dead.
This project has never been dead - not to say it is anywhere near release, but, it has never been dead and will not be in the near future.
I have chosen, or been chosen, to lead this project, which will be set in the Myst universe but not directly related to the Myst storyline. Players will not be expected to know anything about the Myst universe already, so if you have never played Myst, you will not feel lost.
At this stage of the development I am focusing heavily on making the gameplay dynamic. I feel that the time has come to stop making adventure games revolve around pushing little buttons, and The Source Ages will reflect that accordingly. Much of the gameworld will be much more interactive than it has ever been in a Myst game.
We are currently looking experienced people with a desire to make a Myst game. If you are interested in helping with this project or just have some questions feel free to e-mail me.
Zeusmeister
Master joined
This member has provided no bio about themself...