Definitely looks like there is some rain and fog in some of those shots. =)
I’m wondering what are those hole on the ground, and it turn out the zombie rise from the ground! Nice!
I see that many new plants and arts are used in the new screenshots. That sword is kind of strange (looks like it dented and blood in the center, or red line) but that’s richness. And is that green blood I see in the middle top picture?
Nice job! I would say this is already major improvement from previous March 4 screenshot! Lovely!
Zombie puke.
The new shots look killer! I really like some of the new attack effects…it’s really starting to look nice well done dudes.
Will there be any sunny or brightly lit areas?
I think there needs to be some contrast and variation in terrain.
We’re working on an abandoned farm setting - I almost included a shot but its not quite ready. ; )
That environment will be a little lighter with sort of a dried grass hue. Sheafs of wheat left unharvested, ominous scarecrows and the like.
Wow, you can really see how the whole thing is progressing. Its looking beautiful.
Sweet! Can’t wait to get my hands on the alpha!
I like the “speed lines” following, when you swing your sword … and I like the design of the sword - such a nice broadsword. I fell immediately in love with the pet (middle screen on the left) … oh, it’s one of the monsters? Can we be a monster tamer?
Great shots – thanks for posting them! I really like the detail in the backgrounds, especially the swampy areas.
Is that a gargoyle I see?
TECHNOmancer
Wow, this latest bunch of screens look great. It really looks like things are taking shape. Every new screenie just gets me more pumped for the game
Looks like some of the flooring in the interior of the houses has been changed from cobblestone. All the shots are looking good.
Keep up the good work, and keep feeding us tidbits.
Yep, you guys complained, rightly so, and thus there is now appropriate flooring. We have a sort of broken brick and debris ground texture along with a wood floor pathable mesh that snaps to the terrain grid. In the future we will probably create a bunch of different flooring meshes.
The lines where the walls and the torches meet the ground are still to “clean” for me. I hope you guys are working on those areas too.
YAY, more media! salivating placesdroolingemoticonhere
Once again, maybe to much to ask, but maybe you should keep the old pictures up? But on like a second page, kind of as a pictorial diary showing the progress? I mean, like you guys have stated, it is rare that developers even show media this early on. So that when you put a new batch of photos up, the old ones can still be seen. Might be too much work though, sorry. I’m full of crazy ideas :eek:
Anyway…like the others have already stated the blade-whirlwind picture is simply amazing.
Looks great!
Does the engine not have the ability to paint textures and colors? Whats the advantage of doing it via a mesh rather than laying a base texture with a bump map for flooring?
Or am I like, totally misunderstanding what you’re saying?
Just reviewed the screens again and wondered, if the explosion in Raptor should cast reflections on the water and outshine the general source of light. Hero, boulder and tree lack the corrsponding long shadows. The glare could result in more darkness on all averted surfaces.
The same applies to all the fires in the other screens, which do not result in multiple shadows … looking forward to the next update. Hope this does not absorb too much performance.
Sure we want new release.
This is just pre-pre-pre alpha stage. They work hard. Later we get detailed shots.
Wasnt the multiple shadows an issue with TQ causing rubber banding and performance issues?