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/vr/ - Retro Games

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>> No.7469441 [View]
File: 132 KB, 1685x1381, heroninn.png [View same] [iqdb] [saucenao] [google]
7469441

>>7469421
I was pissed when the training mission didn't even feel like it's a building. Just a videogame level. I ended up eventually sketching out a proper Cashing Inn that attempts to actually represent an inn type setting. It is still linear though, because of the tutorial nature of the mission. -As much as I hate story-implemented tutorials.

>> No.6019203 [View]
File: 132 KB, 1685x1381, heroninn.png [View same] [iqdb] [saucenao] [google]
6019203

>>6019093
>Fuck I wish somebody redid Deadly Shadows in the dark engine.
Many years ago I made this sketch, trying to come up with a way to make the linear tutorial mission into something that even remotely resembles the form of an actual building. The most viable progression still follows the linear formula of the tutorial, but it's actually built like a place and not a level. Also instead of tutorial segments having mandatory actions, they are voluntary. It's still easiest to knock out the receptionist to proceed but if you want to challenge yourself it is possible to get by him unseen.

>> No.3478326 [View]
File: 132 KB, 1685x1381, heroninn.png [View same] [iqdb] [saucenao] [google]
3478326

A long time ago I made this sketch for a better and more classic-esque version of "Checking Inn, Cashing Out". No millions of doors that you can't open, and a building layout that makes more sense.

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