โ๏ธ๐ฎ๐จ๐ฅ Solodeveloping CELLSHOCK, a creature-catching roguelike in UE5. AAA dev by day. Occasional dives into all-things game design, art, and dev.
@MarlonPaulAllen It was very much a stylistic choice. That is a very misguided answer. Specular and metallic looks were possible and used in Halo CE. I'm not talking about blockiness in geometry. I'm talking about lighting, mood, and extreme noisy detail/clutter.
When it comes to older games, the REAL technical limitation is not game engines, graphics, or any tool. It's art direction and creative direction. Always.
And boy are we in a famine of it. But it's going to come back. You'll see.
@LateNightHalo Well no if you think about it, slot of halos 1 charm was due ti the technical limitations trying to recreate that with modern graphics will just end with a game looking bad
@MarlonPaulAllen It's Bungie, and clearly they still retain their good art direction. 343 did not succeed in capturing the Halo lighting. That was my point. It's not about genre.
@MarlonPaulAllen The issue is 343 does not have the same art direction. Look at Destiny. Destiny is very creative with lighting, composition and vibe with realistic graphics. 343 just does not know how to do that. It's never been a tool limitation.
What limitations exactly define aesthetic and vibe? The technical limitations were level of geometry and fidelity of detail, all of which are done in all post-bungie Halos. But clearly, 343's Halos still miss the mark.
The reason 343's Halos miss the mark is because they do not capture the CE's darker, alien and moodier lighting, they overcomplicate environments/characters and make them extremely noisy with detail, and they deviate from CE's character motifs in their dialogue and writing.
First blockout for CELLSHOCK is progressing. Still need to address the lowest level/interior paths before I import into UE5 for testing. The urge to art things is up...is a temptation.
#gamedev#indiedev
Want to see how I blockout levels for CELLSHOCK?
One of my biggest concerns are the root bridges--they're not particularly interesting right now. The highest "floor" needs some more connectivity. Thoughts?
#gamedev#indiedev#WIPWednesday
CELLSHOCK will feature levels with incredible vistas and landmarks along with vertical level design. Concept has just begun and I can't wait to show more this week.
What's currently inspiring me?
-Halo
-Star Wars
-Risk of Rain 2
-Atlantis: The Lost Empire
#indiedev#gamedev
Premise: Survival action roguelike with creature-catching/summoning, inside the Moon.
Time to pick a Title logo for CELLSHOCK. I know which one I like most. You?
@thomasbrushdev They are trying to voice what basically amounts to "something is not communicating xyz", it's a lot easier to feel less attached to the initial negative feel when we dissect feedback that way.