A couple of rooms, the current player (may be improved later on...) and text (generic, non-window, particularly would welcome suggestions for formatting there as well )
Looks good but I think the vantage point in the last 2 images is a bit odd. It's like you're looking into a box, from above. I think the vantage point in the first image is a lot better.
A couple of rooms, the current player (may be improved later on...) and text (generic, non-window, particularly would welcome suggestions for formatting there as well )
Dark and claustrophobic...good for your genre.
Text is easy to read.
My only suggestion is to dress the character in a white shirt so that he will "pop" out of the background. I didn't even notice him at first.
Q: How easy would it be to choose a different character at the beginning of the game? I think girls/women would also enjoy this kind of game.
I don't know what formatting you're seeking suggestions to.
Looks good but I think the vantage point in the last 2 images is a bit odd. It's like you're looking into a box, from above. I think the vantage point in the first image is a lot better.
I agree. But i wanted to have rooms look distinctly different, while keeping most of the camera angles intact...
Eg here are two more of the rooms (well, one more room and two more "rooms" that are zooming in on bits of other rooms)
Room with airshaft:
Painting in room1:
Airshaft zoom-in:
Adapted from one of the stories in my late 2015 book. Btw the body isn't a spoiler, given you start the game by watching that scene (investigating suicide)
The model is a bit crap, yes, but it is supposed to make you keep in mind (by inference) which room is the focal point [airshaft room, cause it is the only one an element of which -chandeleer- is visible in the next room as well (three doors)].
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