Hey All
Like Jeff said, Thank you. Without you guys and gals this would not be possible.
VO- this is really just for the video to help 'tell' the story. Now Lydia who is our protagonist in this story may show up in the game as an NPC somewhere.
This demo was really about locking down our look and feel. I agree that the shader on the beast still needs some work to match up with the world. Animation is not near final.
I'm quite pleased on the general look of the environment we have here- color, hue, saturation. Painterly but not in the cartoony way. This is something we will continue and refine.
But hey..for 3 months work...I think it looks pretty damn good.
We learned a ton- limitations of engine, and features that we can exploit- we have barely broken the surface with the lighting system for example, and really getting a grasp on what is going to be 'hard' and what won't be too difficult. AI, systems, player movement all are places we still need to do a bunch of work.
It is a bit linear...which felt weird to build since that is about as opposite to our mantra as possible. We promise the next one will show more actual what you can do gameplay in it.
As for invisible walls--gods no. I hate that.
Yes in the final game you can free roam...if you fall in the lava or a bottomless pit...tough luck.
As for looking like Bioshock--sure this demo has some of that DNA feel. But that is not what we are building ultimately. We decided when we built this demo it was about our look, as much as the kickstarter was about gameplay. It was the biggest pole we needed to sort out internally, and well, now we have--at least we have a direction to continue with.