Oh and we'll sort out some proper HD wallpapers soon!
Thanks for the updates! I tend to check the Twitter pages every few weeks for new GIFs and info, but it's always great when one of the devs stop by
And it sounds like we'll be getting new screenshots soonOh <3 This screenshot has traveled so much now. It has seen things you wouldn't believe We're so far from this now!
He's talking about this screenshot btwYes. In our next devblog article. We'll decipher together the visuals of The Last Night, creatively & technically.
https://twitter.com/timsoret/status/782392486299828224Here a test using lighting to suggest a crowded street behind the camera
Just a few tests to see if pixel art textures could be applied to polygonal boxes. Would enable us to do some cool destructive enviro.
Old physics tests. Fully breakable boxes with joints actually containing stuff.
Our main character is very clumsy. All of these are super old tests. Actually ending up useful for gameplay, characterisation & storytelling
Someone in another thread found it in this article from last monthwhere's the gif from?
Holy fuck man. Visually this is pretty much perfect.
What were the other two?This is the third indie game in the span of two weeks where I just discover a game for the first time and immediately want it.
They are severely on to something.
They are severely on to something.
That evolution reminds me of how it looks when you compare original Rain World to the current game
This was from their devlog post a few months backGreat analogy!
Edit: I need this game in my life now. This specific fucking thing is why I love video games. When someone has a vision like this and works hard to make it real, it's amazing.
So very excited to see that vision. I'd include this with Rain World, Somerville, and Ghost Song as games that just exude passion and a very specific visionWe want to tell you how we went from scrappy pixel art for a gamejam in a tiny 691x269 window, to a massive 1920x1080 filled with delicious pixel art full of details, a real sense of depth and lovely animations.
We want to tell you how we imagined and designed the futuristic, gritty, yet charming city of the game. How we settled on some gameplay features, like our real time action dialogues and our 2.5D camera, and how we are juicing them.
We want to explain you how we animate our characters by hand, and how we randomise their behaviours to create a rich, 2D, believable crowd where you blend in. Or even how we are using lighting as an aesthetic, creative, and storytelling tool.
This was from their devlog post a few months back
So very escited to see that vision. I'd include this with Rain World, Somerville, and Ghost Song as games that just exude passion and a very specific vision
Yeah, I played the game jam version way back, and waso happy that they decided to expand it. Damn, they sure did expand itThis is one of those "fall in love in first sight" games for me. The art, the sound, OMG! The last one I remember was Bastion. That game was pretty boring from gameplay perspective IMO. I hope this game plays better. Anyway, I'm on board just for the art.