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However the dark lighting and texturing transform much of the play area into an unpleasant mid-brown mess, and its reliance on Source displacements leaves it feeling a bit blobby and melty. Thanks to Makkon's excellent textures , as always.) Later the 2004 official remake for Counter-Strike Source had some great visual ideas.
With textures by Makkon as usual.) Reusing the light and fog settings, skybox, texture scheme, and architectural modules really helped me fit this jam into my schedule. Taufner got to focus on gameplay and ignore art, while I got to focus on decor and didn't have to run any playtest sessions or tune the battles.
This jam placed specific constraints on submissions, asking designers to map for a "slot" with a specific texture theme and weapon progression. I've usually used Makkon's (excellent) textures for my Quake levels. This was an opportunity to go out of my comfort zone and try a new texture set I had never seen before.
The two big changes I made were the texturing and the monster placement / player flow. One of my big motivations was to use Makkon's updated textures. Yet as I aligned the 100th trim texture on a brush, I wondered whether my level was also anti-brutalist in its own way. Maybe it wasn't such a bad map after all?
It uses the Makkon sci-fi themed textures as showcased in the stunning Alkaline start hub map -- a major inspiration for this map and I assume other maps in this pack as well. Combined with dynamic map geometry, my personal playtests felt slightly less painful, and making the last 5% of this map felt a bit fresher than my previous maps.
But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I
This distribution provides texture and allows players to improve their own playing skill by learning how to identify the things that are better and using them. This is where playtesting comes in. We typically run playtests as often as possible in order to ferret out these issues so that we can adjust them if they are too egregious.
The assets and textures add to the visual appeal while the intricate details like the hills, mountains, roads, and the sprawling landscape guide the player’s movement and focus in a game. PlaytestingPlaytesting involves testing a game with real players to assess its design, functionality, and entertainment value.
Playtesting showed that this worked just fine. We can use different textures. By making the background a rough texture and the figure a smooth texture, when light bounces off the coin it will be easier to separate the figure from the background. That’s very powerful, but you deserve it.
Feedback from playtest sessions with friends or players is really important. There are loads of things I’m not good at, like 3D modelling and texturing (especially colours), PR, marketing, testing, so it would be good to work with someone who is good at those things. Especially early-on.
Developers make final touches to enhance immersion, like adding depth to landscapes or improving textures. Playtesters are vital in finding bugs, glitches, and potential issues. After months of bug fixing and polishing, the game is ready for distribution. Post-production Post-launch isn’t the end; it’s a new beginning.
We’ve only playtested it about 5-6 times – each time it was a blast , despite the balance being all wonked up – so I don’t want to get too deep into the details right now. That later evolved into… something that really isn’t like anything else I’ve seen. I’m really excited! The Value of Cards.
With Lophi's model and textures nearly complete, Pete spent the first half of this sprint finetuning this beasty baddie's details and adding some additional flare to the character's fins and spines. Here's a look at some comparisons between the initial model vs. the further embellished version of Lophi. Take a look!
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