![]() ![]() Let your creativity go nuts instead of artificially limiting it to Nintendo 64 level design.ĭoing a level editor of sorts with workshop support so players could challenge each other could also be an amazing future. The little hacky thingy you throw on things have a lot pf potential. A lot has happened in game development since then and you could add a lot of interactive elements with the levels. That demo is fantastic and really showcases the type of pacing that the Goldeneye/Perfect Dark/Time Splitters aiming system favoured. ![]() The artstyle and all that you are going for is great, but please do not limit your level design because you are aiming to be too much of a tribute to GoldenEye. Regarding Agent 64 - this looks great, and more importantly plays great. It seems very lacking and the locations does not feel lived in. Level design is based on the intro, of course, I have no idea what you have in store. That aside, it felt good to use, and I liked the feedback when hitting hitshots. When I saw screenshots on the fly it look too Minecrafty/Store Asset-like. Personally the gun model could perhaps use a little redesign, perhaps just changing the color of the suppressor. It is endlessly confusing with Xbox prompts for those of us who do not use that scheme. You have a really good base to work on from what I played in this demo.
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