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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

As we are still in early alpha, that may change in the future though. Compelling gameplay loop Balancing the creation of assets, the Mojsovski brothers share that the assets are a mix of marketplace acquisitions and in-house development. The dark sci-fi setting combined with mutated creatures creates a chilling atmosphere.

Horror 211
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VFX Reel Mistakes That Could Cost You Jobs

Filmustage

Moreover, crafting a compelling demo reel requires more than assembling work samples. Essential Elements of a Strong VFX Demo Reel In the ever-evolving landscape of filmmaking, technical proficiency and artistic judgment play a pivotal role in creating impactful visual effects. What is the ideal length for a VFX demo reel?

Render 52
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Dev snapshot: Godot 4.0 alpha 3

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , alpha 2 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.

Alpha 52
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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

items” that was chosen back during alpha when it was first created. Balancing Levers The idea of “post-balance” from this article’s title doesn’t mean no balance. I’ve organized an overview of some of Cogmind’s special item balancing mechanisms below.

Balance 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

If you're just tuning in, you may not have known that we unveiled a pre-alpha alpha alpha combat build of Kristala at last year's 2019 PlayNYC convention in - you guessed it - New York City! Speaking of sprinting, Will found a better way to balance our sprinting/dodging control that uses the same button.

Dev 52
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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts.

Balance 52
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Projectile Deflection

Grid Sage Games

Ever since my first design docs from Cogmind pre-alpha, written back in 2013, I always wanted a projectile deflection mechanic. Spectating a dangerous game of hot grenade with the local opposing Demo squads. A 360-degree deflection capability redirecting an incoming missile at a nearby group of Swarmers.