Jade always manages to disturb. The first sight of the Jabberwocky looming above and around the building is one such example. Very atmospheric and with a real retro vibe to it. I particularly enjoyed the camera angles offering varied perspectives and vantage points. Jade really needs to develop one of his game into a full length project.
Great look! I'm a big fan of the static cameras. I've wanted to experiment with this style for a while now. However, I found the navigation really challenging.
Thanks! I find static cameras to be great for these short game jams since you don't have to fill in a lot of detail outside of the screen boundary. For navigation, was it more the controls or the level design?
It was the fact that the controller direction was based on the character's perspective, not the camera perspective. In my mind "up" should move you away/up in screen space.
The only other game I recall playing with static cameras was Resident Evil, which I haven't played in 20 years. I can't remember how they did it. Hmmm....
[time passes]
And now I'm back from reading the wikipedia about Resident Evil. You followed their method! It even has a name, "tank controls". Thinking back, I think I had the same issue way back when I first started playing. I suppose it's a thing you get used to?
Comments
Jade always manages to disturb. The first sight of the Jabberwocky looming above and around the building is one such example. Very atmospheric and with a real retro vibe to it. I particularly enjoyed the camera angles offering varied perspectives and vantage points. Jade really needs to develop one of his game into a full length project.
Thanks, James! I've been replaying the old Resident Evil games, so I might have been a bit inspired by that in terms of gameplay lol.
Great look! I'm a big fan of the static cameras. I've wanted to experiment with this style for a while now. However, I found the navigation really challenging.
Thanks! I find static cameras to be great for these short game jams since you don't have to fill in a lot of detail outside of the screen boundary. For navigation, was it more the controls or the level design?
It was the fact that the controller direction was based on the character's perspective, not the camera perspective. In my mind "up" should move you away/up in screen space.
The only other game I recall playing with static cameras was Resident Evil, which I haven't played in 20 years. I can't remember how they did it. Hmmm....
[time passes]
And now I'm back from reading the wikipedia about Resident Evil. You followed their method! It even has a name, "tank controls". Thinking back, I think I had the same issue way back when I first started playing. I suppose it's a thing you get used to?
Now I want to experiment even more!
thanks for the feedback! I know Until Dawn and the Dark Pictures Anthology games have way better tank controls, so I’m gonna try and replicate that
Great feeling and sounds! The cameras are placed at perfect spots to give you a great experience!
Thank you!