by piotrr » Fri Jan 29, 2010 1:49 am
The good, the great and the very entertaining:
- Love the projectile system, very clear where the bullet goes and hits. Could use feedback like that for melée weapons as well.
- The Search system. Mmmh, aaah, loot!
- The detail work. I understand now that the apparent lack of detail is a necessary companion to the search system. But everything else is there: Couches, washing machines, clothes on the floor, fruit crates, everything you'd expect in a small town like Piety. It's really no less detailed than X-Com, and X-Com is good enough for gods.
- The number of items I've seen so far. Very impressive.
- Zombies are oddly put together, with really peculiar animations, which is exactly how zombies should be. Breaking them apart is very satisfying, though they can be found in odd locations at times, such as on top of a safe, walking against a wall.
- The Loading Screen iPod Zombie. I laughed til I peed!
The ...improvables:
- Animations are part stiff, part jerky and there's no IK while walking, or interacting with objects.
-- Stiff: Upper and lower bodies are separately animated, aren't they?
-- Jerky: While watching the character from the side as he walks, his head makes miniscule forward-and-back motions once every 10 milliseconds or so, like he's flickering back and forth by 10 centimeters while in motion.
- Characters clip through static walls and doors. Not that I like doom-esque killer doors, but it doesn't look golden like this.
- Items recoil from you as you go near them, but easily bounce back and crush you. Like massive oak living room tables, or metal shelves. Maybe there's insufficient friction / force required to move objects, or maybe the character's walk is just too.. forceful.
- There's a sharp line between the near-lighting model and the far-lighting model. It's so sharp, in fact, that I think it looks like there is NO lighting beyond that point, but I'm sure there must be. Lighting distance is set to "full", after all.
- Wow, that main character really looks harrowed, but is the lack of self-shadowing and the yellow eyes really intentional?
- Could use some more ambient particles. The smoke is very nice and atmospheric, but how about some blowing leaves, newspapers, dust devils, dancing paper bags, flies (or wait.. those must be in already, right?), sparks from electrical equipment and glowing ash-motes from burnt-out buildings. Any sort of light shafts falling through windows would be nice too, even if they're just transparent polygons.
/ Per