Thank you very much for the suggestions burnerbud, I did consider adding ambient sounds to each render but that would have increased the workload tenfold so I'll have to really think about it. I didn't plan on making the sequel immediately after since I believe this first part subtly hints at everything that happened, but depending on what everyone thinks, I'm down for anything!I like the concept, as I'm a big horror fan. I have a couple points that hopefully are constructive, because I'd love to see this flourish.
I think the game's atmosphere could be vastly enhanced with appropriately spooky music. I turned on a playlist in the background to set the mood, and it's a lot more spooky than silence.
As it is now, it seems to be an introductory chapter that doesn't connect the dots of where the visuals are and how the protagonist got there from the story being told. Is this particular story going to be continued in the next couple installments?
And finally, if I wanted to get SUPER nitpicky, I don't know how much of the material present in this current build is "fappable", but I imagine that's another thing that's going to get developed as the game continues, so it's more of an observation than a critique.
Overall though, definitely keeping my eye on this one.
Easier to render that way, plus you don't have to worry about people bitching about lighting.Are the images supposed to be that dark?
This looks like an interesting concept, and I get that the darkness of the renders was an intentional choice, so I'd hate to see you totally compromise on your vision. But - lighting things so that they look, and feel, dark, but that the important details are still easily visible, is an old, long-standing problem in film-making. I don't know much about 3d rendering, but there are a lot of videos and articles about how to do this kind of thing successfully in film, which you might find helpful when you're thinking about how/where to place light sources in your scenes.Thank you all for checking out my game. I honestly didn't expect the dark renders to cause such a problem, I will do my best to improve the visibility over the weekend.
Very interesting suggestion, will consider it for the finale. Thanks!Usually Kinetic Novel are not as popular. I have played horror games before and they have choices that lead to Good or Bad Ending. There would be 1 Good ending and multiple bad endings. It would be great if you could give the player some choices that could impact the story and lead to one path or the other.
Thank you for the awesome tips, I am aware this has always been an issue in film-making. I could probably do a better job next time in terms of light setups and scene composition but hopefully the adjustments I just made in post will make it manageable for most. If necessary, I will re-render some of the darker ones with stronger lighting.This looks like an interesting concept, and I get that the darkness of the renders was an intentional choice, so I'd hate to see you totally compromise on your vision. But - lighting things so that they look, and feel, dark, but that the important details are still easily visible, is an old, long-standing problem in film-making. I don't know much about 3d rendering, but there are a lot of videos and articles about how to do this kind of thing successfully in film, which you might find helpful when you're thinking about how/where to place light sources in your scenes.
for instance:You must be registered to see the links
orYou must be registered to see the links
They're not all gonna be 100% applicable to something made entirely with 3d rendering but there's definitely some crossover, because you'll see a lot of the same types of techniques used in games like City of Broken Dreamers - which has a lot of scenes which are set in dark places and feel dark but aren't a strain on the eyes the way your third, fourth and fifth preview pics are.
Anyways, best of luck with this project!