You receive a strange letter from your brother. He asks that you urgently come to an abandoned village where something strange is happening. Your goal is to find your brother and find out what caused the strange events.
Open for research location - Go wherever you want, explore the territory to your heart's content.
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E-One Studio presents Hoodwink, a classic point and click PC adventure game set in a post-epidemic...
Rogue System's goal is to depict the possibilities of space exploration and combat within a realistic environment--choosing not to ignore the "science" in science-fiction. Key features do/will include proper orbital mechanics for all objects in space; detailed ship system control, functionality, inter-dependency and damage reaction; and the...
The environment is titled simply "The Zone" , and it draws inspiration from a variety of sources. Some of these sources include the 1972 Russian sci-fi novel Roadside Picnic by Arkady and Boris Strugatsky and the 1979 film Stalker by Andrei Tarkovsky, which took inspiration from Roadside Picnic. The Zone takes place in the Chernobyl Exclusion Zone...
Yes that would be great for a game with main >90% terrain=water like sea of thieves for example. And the pick capture will run yes, on the terrain.
But I see 3 limits in this:
> The limitation to one terrain for one map: So your game must be >90% water like sea of thieves maybe?
> The Collision: Terrain collision is hard, I suppose water is should be soft; maybe you want to allow the player to plunge and go down in water, actually I used the terrain as "debug" for the
That's great how you just did the math on that and made it work.
Would be cool to set an invisble texture on the terrain and then pick the terrain to make obects float above it at the water level. Would a terrain pick capture the wave height?
It's going to be cool to see stuff floating on this.
It is interesting because it is basically rocket-jumping plus puzzles. You can switch back and forth between action and thinking as the game progresses, without a very obvious transition. Half-Life does this a lot.