Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 10 Vote(s) - 3.1 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Work in progress In Lucy's Eyes - Full Conversion Mod
Juras Offline
Member

Posts: 166
Threads: 2
Joined: Jul 2013
Reputation: 27
#76
RE: In Lucy's Eyes - Full Conversion Mod

Alright

Firstly, thank you all that you were willing to play and test our demo, but unfortunetely I'm afraid that I'm a bit dissapointed with your review Mr.Robosprog as to me it seems that you were only looking for things that were wrong and didn't even try playing it like a normal player would and missed atleast 1/3 of the whole demo.

We appriciate Robo that you took the time though to find every little thing as well as some bigger ones that was wrong with the demo like badly placed cobwebs and seams on the walls that you found, aswell as the windows facing the entrance map where you come from (we really didn't think about that when we designed the layout, it's fucking stupid when I think about it now lol), we'll definetely make sure to fix those things for the full version of the mod. I still however think that your review is not fair cause you didn't even expierence the whole demo and just quit where you say that you got "disconnected" from the guest rooms and that it ends there? Which is completely not true. It's wrong to say that our ending was "scrappy" becasue that's not how it should have ended, you simply missed the real ending. If you mean that you got "diconnected" from the guest rooms by leaving them and going back to the entrance then it's our bad since we forgot to lock the door leading back to the entrance, you're not supposed to go back there so oops...

Now about what you said that our levels are terrible and not planned. Let me start by saying that we actually do spend ALOT of time working on our levels and testing them. If you were expecting to find unique and amazing level design within only the first maps (which is a simple castlebase entrance and mansion part of the castle) of the mod then you really failed to realize the purpose of those maps. We wanted to make them fairly simple and didn't aim to showcase anything special in them level design wise since our main purpose in those maps is for you to find all the diaries and notes (there is 2 diaries and 1 note in the demo) and build up the creepyness through subtle scares. So you're supposed to explore more (after all, it says "I have to find clues about what happend to Lucy" in the journal, that's why you're not even supposed to feel stressed about finding your daughter and scared, just uncomfortable and creeped out. And I don't think that just because 1 or 2 rooms look "similiar" to ATDD, you can say that we "exported" them and "modified" them. We made every level, every room and detail completely from scratch. So I think it's really sad hearing comments like that when you have put so much work building your maps from 0. About the lighting. I could agree that it's weird having that color transition from the entrance and then into the guest rooms and we'll take that into consideration and probably make the entrance lighting rainy and cloudy, just like the guest rooms so it makes more sense.

Now onto the exterior.

You really think that we don't know that the terrain is low res? Trust me if we could we would make it look ALOT better but I think you're forgeting here that it's HPL2 we're dealing here with, not UDK and it's really poorly optimized for exterior enviroments. And when you're goal is to make a HUGE exterior with a big castle make it look decent AND make it run decently, then it pretty much impossible to have everything perfect in it. The terrain mesh is huge and it scales out the texture alot, so unless you would prefer having a slideshow in that map than yeah, we can't really make it higher resolution than it is. We optimized that map as good as we could. If you think you can make a better exterior map with scale THAT big, then be my guest good sir. About the cabin and the bridge. We've had all sorts of ideas about what kind of puzzle to do with them for crossing the bridge and we still haven't came up with something that would make more use of the cabin. So I agree on the point that the cabin is kinda useless right now and is only there to make the exterior not too linear. Last thing about the exterior. If you would have followed the road of the whole map then you wouldn't bug out, we also placed blockboxes everywhere on the treelines to keep them from making you fall through the terrain. We'll improve that though for our final version so that if you decide looking fo the mushrooms behind the fences isntead of following the path you won't bug out.
At the introduction we faded screen to black few times and teleported the player though the map a bit from the very beginning and we never had idea of our names to be there but since it would just fade to black anyway, we decided to add our names to those gaps and we don't think it's anything special and that it would bother anyone. It's just a basic introduction to the names of the main developers in the first minute of the mod.

Last thing to Robosprog. I'm guessing you didn't even reach the main part of the guest rooms and just stopped where the custom wall-set ends? If that's the case then I advice you to play the demo till it's "real" ending (cause yes we have credits and stuff that you wanted to be in the ending) otherwise you have missed alot of stuff.

I think it's good that you guys found stuff you didn't like and made us more aware of it by taking your time to write down these reviews, it helps us alot and it will definetely be useful when making the final version of the mod as good as possible. I understand though that some of you may find the demo kinda "slow" and you might not feel like you have to do anything but I promise you that there's alot more maps coming after the guest rooms with way more intresting level design and gameplay. The demo is really really nothing compared to what maps we have made after where the demo ends and the expierence as a whole that will be in the full version.

Thank you Robosprog, thank you Artsyracoon and thank you daortir for your opinions Smile

Co-Founder & Lead Art Director of Red Line Games
3D & Environment Artist, Animator
http://jurasbatas.deviantart.com
(This post was last modified: 08-16-2014, 12:16 AM by Juras.)
08-16-2014, 12:06 AM
Find


Messages In This Thread
In Lucy's Eyes - Full Conversion Mod - by Wapez - 02-05-2014, 05:46 PM
RE: In Lucy's Eyes - Full Conversion Mod - by AGP - 06-11-2014, 05:15 AM
RE: In Lucy's Eyes - Full Conversion Mod - by AGP - 06-13-2014, 08:04 AM
RE: In Lucy's Eyes - Full Conversion Mod - by AGP - 07-23-2014, 09:13 PM
RE: In Lucy's Eyes - Full Conversion Mod - by Juras - 08-16-2014, 12:06 AM



Users browsing this thread: 22 Guest(s)