@Tato, It's been a long time since I've written on this thread. There has not been a game in iOS history that I have anticipated as much as Forgotten Memories. It would be an honour to beta test this game when the time comes, and all I hope is that it truly terrifies me!
Even better! We are working together with Unity staff (beta testing Unity4.0) which have amazing new features (more than v3.5)! Cheers,
Guys, I know you've been waiting so long for a new gameplay video, here is a small shot of our close combat system (also a new kind of enemy, shadows): The system is not yet finished (but soon it will be) so spec lots of glitches and small bugs on the system. What you see there is real-time, nothing scripted, no QTE. Evading the enemy, pushing the enemy, everything is touch interacted in real-time. As you can see in the video, the shadows enemies are sensible to light, but very dangerous on dark areas! Each enemy have it's own strength and weakness! We have tree kind of enemies. Normal, shadows and specters (Ghosts), so yeah prepare to be scared! Also, i want you to know is that even if that monster looks like a boss, it is not a boss and each enemy fight is very unique but boss fights are even more interesting! At the time we speak, we are entering alpha stage! More stuff to be shown soon! PS: Image of new characters and places attached! Enjoy!
Guys, I know you've been waiting so long for a new gameplay video, here is a small shot of our close combat system (also a new kind of enemy, shadows): The system is not yet finished (but soon it will be) so spec lots of glitches and small bugs on the system. What you see there is real-time, nothing scripted, no QTE. Evading the enemy, pushing the enemy, everything is touch interacted in real-time. As you can see in the video, the shadows enemies are sensible to light, but very dangerous on dark areas! Each enemy have it's own strength and weakness! We have tree kind of enemies. Normal, shadows and specters (Ghosts), so yeah prepare to be scared! Also, i want you to know is that even if that monster looks like a boss, it is not a boss and each enemy fight is very unique but boss fights are even more interesting! At the time we speak, we are entering alpha stage! More stuff to be shown soon! PS: Image of new characters and places attached! Enjoy!
Ah that's very good to know! Cheers, Tato! The screenshots look great. Really looks like you've got those eerie environments nailed! Plus the animations look incredible on Rose in the video. It makes other iOS game animations pale in comparison. I'm not too sure about that enemy though. I think that the lighting is too strong for that enemy to look ominous. It looks much more polygonal - slight gorilla-like - than the other elements in the scene. I think if the room was more darkly lit, the enemy would work better?
The room is actually darker (look for older posts) but had to rise the ambient light a bit to be able to be able to show the system in detail. That's why lighting looks a bit overburned. Remember that the whole video is just a demonstration purpose of the close combat system, so you can get a taste of some of the many interaction you can do real-time in FM! More to come soon! Cheers,
We got two advanced game industry animators (veterans) working on animations. Believe me, they are all hand-made! XD Gameplay animations are hand made. Cinematic animations are also hand made but we use a bit of lipsync tech to speed up facial animations a little bit. While it looks nice, spec more improvements (and sync) to be done! We aren't even in the polysh phase yet!
I think if I just said WOW, that would cover it. It may be appear to be a long development time, contextually, but holy crap, that time and work sure is paying off. I'd love to have this now but I'm certainly happy to wait until ye are happy with it. And then instabuy it.
One little thing that I would love to see in this game is the option to change the opacity of the HUD, or switch it on or off. The original Ravensword had this option, and it was great, as it allowed you to appreciate the environments more.
I still think the engine is very impressive, but that video rather discouraged me. Such an endless fight that looks so clumsy and leaves a feeling as if it would be hell to control on a touchscreen. The creature, OK, but compared to the shadowy look of the creatures in Alan Wake this looks rather ordinary. I know most other videos are rather old but I still need to be convinced this will be close as frightening and impressive as other survival horror games.
The demonstration purpose of that video is about a close combat system, not graphics neither enemies. If you want an overall gameplay/graphic video, you have to wait a bit more. And no, controls are easy to use/pick up. I'll be glad to let you test the game before anyone else and see how you feel it.
Wait, just a little criticism and I have an early alpha/beta tester job? Awesome! Will send UDID later through PM
How looks effects on 4G? (....now excuse my terrible english ) Games like Silent Hill or Obscure, have deliberately embedded image noise for a better atmosphere. If the effects on older devices wrong, why not use this effect? I like it.