I look forward to seeing your game that you made in 10 minutes.feels like a game that took 10 minutes to make
I look forward to seeing your game that you made in 10 minutes.feels like a game that took 10 minutes to make
Thank you for your feedback, I will check this point.My only complaint is the flashlight is nearly useless in any red lit area, so I missed the edges of two vent shafts I kept passing by. If dev wants to keep the flash light as is, could you put some red lights near those places to draw attention to them?
Yes, that's what I meant, I wanted to ask that because as far as I can understand from your replies, this game will have a plethora of narrow/crampt spaces and camera is usually one of the problems.Thank you for your feedback and congratulations.
I don't know if I understood you correctly, but in the working version of the game, the camera position has moved a little to the right of the main character and is moving towards the shoulder (using the mouse roll).
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As for modifying the physics of the main character's body parts, I'll be conducting a poll among the patrons. I think this will be the best solution.
Yes, I'm planning a release on Steam.
What are your tags from?Yes, that's what I meant, I wanted to ask that because as far as I can understand from your replies, this game will have a plethora of narrow/crampt spaces and camera is usually one of the problems.
As for the poll, it's a great idea, I'll be looking for the results and waiting to buy it on Steam whenever it launches.
"v.0.1.2" Read the developer notes before complaining, it's more of a tech demo. PI is definitely one of the better UE games in development on F95 right now.feels like a game that took 10 minutes to make
Animal crew laboratory code?
If you have any difficulties, you can find the Walkthrough_0.1.2 file in the game folder. This document describes in detail how to complete the game and collect all the items.where i can find workshop forlift key ?
Thank you for your feedback. I pay a lot of attention to optimizing the game during development, as I understand that everyone has different PC configurations.Thank you for the game. I`ve played the last two updates and the game looks very good. I can play it very well on my 6yo high potato gaming machine and that`s a breath of fresh air. I`ve been reading the thread and I really found myself loving the old vents, while it made me get lost a few times I find it very interesting. I`m getting excited to see more in the future. Thank you. If you get to release the game on steam or other stores, please do regional prices. My country currency make it quite impossible to buy things on usd.
I'm inspired by a lot of games when creating PI (Alien: Isolation, Dead Space, Resident Evil 1, System Shock 2). But all of them lack a spicy element that I think can add to the sense of horror.@Kodman curious, but what are your plans for the game overall? Do you intend it to be a deadspace like resident evil?
I am interested extremely in the game as it stands it has a lot of potential and is developing smoothly.
You are completely right, as long as the criticism is "criticism" and has any benefit for the developer or other users. Do you think I'm misunderstanding or responding to criticism? I'm honestly interested.Criticizing a game early in development for a lack of content is shitty - and saying "I bet you can't do better" is a shitty way of dismissing it. I think you'd do well to take all criticism constructively, even when it's not meant that way - and if there's nothing constructive about it, then don't even bother engaging with it, it's just a bad look at best.
Did you feel bored during the main line or was it due to collecting optional cutscenes/objects? How long did it take you to complete the Prologue?I played through the whole thing and I will say that without the guide, it'd have taken me at least twice as long to figure out how to progress; the puzzle/navigational solutions aren't terribly obvious or intuitive. It involves more backtracking and walking through empty corridors than I'd like, especially for the number of animations you actually see throughout that time. For that reason I generally find games like this quite tedious to play through, and most would benefit from including scenes and mechanics that aren't tied directly to progression - traps, roaming enemies etc.
In first act of the game, Stamina really doesn't seem to make sense, but in the next updates, it will be an important part of the gameplay.You can tap ctrl to crouch and instantly reset your stamina to 100 - but a stamina system seems entirely redundant and would only serve to slow down what I feel is already tedious and unengaging gameplay. If there are plans for stamina to actually be relevant throughout some section of the game where eg you have to outrun something then that's fair enough. You can still have a very quick recharge from standing still or crouching whilst still making stamina management necessary for those sections.
I don't want to spoil anything, but the game will have everything you mentioned and more. Part of the adult content will be added by voting by patrons.Other than that it runs fine, looks good, controls well enough. How much of the future adult content will be tentacle/parasite monsters vs solo or F/M?
A very solid point, stamina/resources exist in games as an aspect for the player to consider when making choices. In the current implementation, the existence of a stamina bar does not increase the number of meaningful choices the player makes in gameplay.You can tap ctrl to crouch and instantly reset your stamina to 100 - but a stamina system seems entirely redundant and would only serve to slow down what I feel is already tedious and unengaging gameplay. If there are plans for stamina to actually be relevant throughout some section of the game where eg you have to outrun something then that's fair enough. You can still have a very quick recharge from standing still or crouching whilst still making stamina management necessary for those sections.
If this is the case then in my opinion dev time should be taken away from stamina/combat, and instead put on scripted cutscenes, an original OST, or other aspects that directly support your goals.I can only say that I don't plan to add a lot of action and shooting in the game. The main gameplay focus is the atmosphere, story, and puzzles.
!!! this is very surprising. I had assumed you were already a fan of these games, and had a specific approach in mind for creating PI.I'm inspired by a lot of games when creating PI (Alien: Isolation, Dead Space, Resident Evil 1, System Shock 2).
It's hard for me to say what the game will be like because I haven't played such games.
I am genuinely surprised you haven't had the opportunity to play said games like SystemShock 2, I will not say anything to spoil but i grew up playing that with some friends and the coop was amazing and full of MANY MANY JumpScares and environmental story telling/lore/world building.I'm inspired by a lot of games when creating PI (Alien: Isolation, Dead Space, Resident Evil 1, System Shock 2). But all of them lack a spicy element that I think can add to the sense of horror.
It's hard for me to say what the game will be like because I haven't played such games. I can only say that I don't plan to add a lot of action and shooting in the game. The main gameplay focus is the atmosphere, story, and puzzles.
Honestly, a bit of both. Personally I don't feel the collectible AI-generated pictures really add anything and I didn't go out of my way to find them - not that you have to look far for the most part. At the same time it's a "why not?" thing. The alternate costume, I was confused as to how to get to the warehouse it's in, or where to find the password to the terminal, so I ended up progressing past it to where you lose your omni-tool or whatever, and presumably access back to that part of the ship.You are completely right, as long as the criticism is "criticism" and has any benefit for the developer or other users. Do you think I'm misunderstanding or responding to criticism? I'm honestly interested.
Did you feel bored during the main line or was it due to collecting optional cutscenes/objects? How long did it take you to complete the Prologue?
Yeap! I also should have bought Bitcoin when it cost $2.If this is the case then in my opinion dev time should be taken away from stamina/combat, and instead put on scripted cutscenes, an original OST, or other aspects that directly support your goals.
I meant that I can't give an example of another game that can be directly compared to how I see PI being finalized.!!! this is very surprising. I had assumed you were already a fan of these games, and had a specific approach in mind for creating PI.
Maybe my English is worse than I thought. I meant that I have played these games and am partially inspired by their atmosphere when creating PI.I am genuinely surprised you haven't had the opportunity to play said games like SystemShock 2, I will not say anything to spoil but i grew up playing that with some friends and the coop was amazing and full of MANY MANY JumpScares and environmental story telling/lore/world building.
This thought never leaves my mind. But it can cause a lot of problems in game development. We'll see.Multiple endings? -though that will prolong the game significantly-