I'm proud to announce my next game:
HEAT DIVISION: RESCUE TEAM
A systemic speedrun platformer about emergency services w/ warm Cyberfunk-inspired visuals.
Rescue civilians from burning buildings and other natural or man-made disasters.
Coming 2024 to STEAM
The thing about games is that they are just an incredible amount of work ... if you've never made one before, you're not prepared for the degree to which an infinite number of tiny things all need to get done before you really have much.
https://t.co/BpjI3cDkU6
It's crazy how poetic and beautiful the name "Resident Evil" is as far as videogame titles go. Like, goddamn. It feels like it belongs in a way artsier and personal indie game.
Evolution of Erick and Ben's designs! At the beginning of development Bloodlife was meant to be set during the same time as Hotline Miami 1, with Erick originally being Charlie and Ben the tattoo artist Tony!
@r90d837 These are the kind of questions you need to be asking yourself if you want to make a better game, and the reason why it's necessary to throw away this advice. You don't innovate by just repeating and copying what other people do but by questioning the status quo.
@r90d837 You should design levels like they're real buildings if there is a benefit to your game's design. If so, what are the benefits? does it benefit immersion? is immersion even what you are trying to achieve at all? why do you want immersion? are there better ways of achieving it?
What happened to using this as a texture place holder in videogames instead of AI?
"We forgot to remove the AI assets" thats exact why this pattern is so visually strong
@r90d837 de_dust2 is a great map in spite of its disregard for accurate architecture because of how it exists in relation to Counter-Strike's mechanics, plop it into Resident Evil and that good design vanishes as there's no harmony with the mechanics of the game.
@r90d837 It is completely useless because level design is tied directly to the mechanics of the specific game. Architectural knowledge is good for inspiring your designs; but blindly mimicking real life architecture as accurately as possible isn't being a good level designer.