Demo shows a very promising and interesting full story Looking forward to it!
Spoiler below!
I absolutely love the stone and wood walls in the area with the heavy chest they look amazing, the use of flashbacks, writing on the wall, etc., all show promise of a very awesome story.
I also really liked the inventory comment about the Saferoom Key "This key unlocks the saferoom I suppose." It's tiny things like that in my opinion - that the character doesn't know for SURE what key goes where, he can only suppose - that help make a story great.
Edit: Found out I didn't finish the demo yet, lovely surprise! I really like how the story starts coming together with the hotel owner leaving you notes about the monsters. Also love how you come out of the super-dark saferoom into the bright hotel, only to pass out later and have it all messed up and dangerous, very nice!
I just have a small suggestion, there's a lot of hallucination monsters and if a player is like me, as soon as they even hear a monter they run and hide, which makes for very long waiting if the monster isn't set to despawn on it's own; and only -does- despawn if it gets close to the player. I think there's a way to script so that the monster always knows where the player is, which might make it better since it'll 'force' itself to despawn (as well as chase the player), or set a timed despawn if the player manages to outrun it. Of course, if it already -is- on a timed despawn, then disregard this =p
(This post was last modified: 06-26-2011, 05:25 AM by RikeuAmeva.)
(06-26-2011, 04:54 AM)RikeuAmeva Wrote: Demo shows a very promising and interesting full story Looking forward to it!
Spoiler below!
I absolutely love the stone and wood walls in the area with the heavy chest they look amazing, the use of flashbacks, writing on the wall, etc., all show promise of a very awesome story.
I also really liked the inventory comment about the Saferoom Key "This key unlocks the saferoom I suppose." It's tiny things like that in my opinion - that the character doesn't know for SURE what key goes where, he can only suppose - that help make a story great.
Edit: Found out I didn't finish the demo yet, lovely surprise! I really like how the story starts coming together with the hotel owner leaving you notes about the monsters. Also love how you come out of the super-dark saferoom into the bright hotel, only to pass out later and have it all messed up and dangerous, very nice!
I just have a small suggestion, there's a lot of hallucination monsters and if a player is like me, as soon as they even hear a monter they run and hide, which makes for very long waiting if the monster isn't set to despawn on it's own; and only -does- despawn if it gets close to the player. I think there's a way to script so that the monster always knows where the player is, which might make it better since it'll 'force' itself to despawn (as well as chase the player), or set a timed despawn if the player manages to outrun it. Of course, if it already -is- on a timed despawn, then disregard this =p
Oh, Thanks a lot this was suprising for me such a positive feedback for you. Sure i can change that timed despawn but It only have that begin monster and It's not that big deal. Anyways good thing you like this map so much It's my really serious and trying to get it very decent story
uuuuuu Undead House. Sounds great Make it so as you enter the first room 9001 brutes come running at you >. Neah, I'm just kidin. Ima gonna play the demo right away !
(07-10-2011, 08:57 AM)skypeskype Wrote: uuuuuu Undead House. Sounds great Make it so as you enter the first room 9001 brutes come running at you >. Neah, I'm just kidin. Ima gonna play the demo right away !
RE: Insidious - New Demo - Full version (Coming Soon)
Small problem: If the first grunt kills you you respawn in the starting cell - but now without the lamp to pick up and therefore unaible to get to the next map.
RE: Insidious - New Demo - Full version (Coming Soon)
(07-11-2011, 06:29 PM)bobbo Wrote: Small problem: If the first grunt kills you you respawn in the starting cell - but now without the lamp to pick up and therefore unaible to get to the next map.
Oh, i know that no idea how i can fix that. But use press "F1" then teleport second place then you can proceed normally