Originally posted by DJ CARNIV AL
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Descension: An Action/Adventure Game
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Well video game titles themselves aren't actually copyright-able, just like any other literary or artistic work. So unless "Descent" is trademarked, it probably would have been ok. Better that you changed it though so as not to cause confusion I suppose. Good work on the game guys, it's looking great!
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Originally posted by mavrik73 View PostWell video game titles themselves aren't actually copyright-able, just like any other literary or artistic work. So unless "Descent" is trademarked, it probably would have been ok. Better that you changed it though so as not to cause confusion I suppose. Good work on the game guys, it's looking great!
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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.
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Hi guys, just thought I would make a post to say we created the ship in the trailer in the post above (thanks Belmin) completely in UDK. It took around 30 hours to complete 10 of those hours were playing with the background. If you have any questions on this process please feel free to ask.
Here are some final images of how it turned out.
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Impactful & lasting gameplay
Many modern games have vast modding communities that cater to them. *In many cases a new idea keeps cropping up as a popular mod. *In general that idea is*centred*around making the game choices have more permanence and making the death of the character of more consequence than reloading your latest save. Descension explores different game mechanics around the idea of persistent choices and saves, differing from the mainstream in an attempt to make the impactfulness of the story more relevant, and the gravity of your choices more poignant. * While saving at any point is possible, there is only one save for any particular game started, and using that save is done by logging into your unique character.
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Sorry, we haven't posted in a while for the few of you that are following our progress here. Here are some new updates:
Environment Video:
New character and environmental concept art:
Completed Character Models:
Hope you like what you've seen and during the coming months I plan to keep what is going on more up to date.
Mark
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New Updates:
Decoherency Gun - Fully customisable weapon to fit your play style.
Traeven Model - Sporting the bracers (meele weapon and UI) along with the power pack that will be used as the HUD system for the game. Obviously this is still a WIP image but I was told by our character artists last night was texture night.
Environmental Concept - New piece from Don Pyatt showing off the escape hatches level with mechanical arm putting drop pods into place.
Thanks for looking.
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