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Chances of getting Blackmoor Bay crowdfunded


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#21 ShadowFlar3   Members   -  Reputation: 1258

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Posted 29 July 2014 - 11:46 AM

For me, it's not the content or level of detail / effects but how the game is presented, again.

 

The feeling of rushing is because player is moving in too linear way. I know you have played this a million times and know what to do but as someone first laying his eyes on the game world you created I feel like I want to see more and that I have no idea where to go. I want to wander and explore. But the player on video snaps on the tracks and does stuff without stopping to think and the viewer can't relate to that.

 

Honestly when I said "gameplay material" I was thinking about your "feature set complete" statement and assumed you had some of this you wanted to show. You could do it in a way that supports building the atmosphere. For example first make camera drives in the pouring rain and then show small scene of fireplace being lit bringing warmth and juxtaposing the elements.

 

I like the end where you zoom back to the lighthouse. You could depict it from frog perspective to give it a little mystery and intimidation if that's your intention.

 

I feel like there's no real need to wait for later production stage with what you got, I'd be interested to seeing another version of the trailer with a bit more cinematic sections mixed in. But whenever you decide to go for it remember to slow down in the gameplay and do non-linear editing to break up the pace and bring variance in the trailer. Could definitely take more text to give the viewer something to chew on while enjoying the view.



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#22 Darkmill   Members   -  Reputation: 152

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Posted 29 July 2014 - 12:31 PM

For me, it's not the content or level of detail / effects but how the game is presented, again.

 

The feeling of rushing is because player is moving in too linear way. I know you have played this a million times and know what to do but as someone first laying his eyes on the game world you created I feel like I want to see more and that I have no idea where to go. I want to wander and explore. But the player on video snaps on the tracks and does stuff without stopping to think and the viewer can't relate to that.

 

Honestly when I said "gameplay material" I was thinking about your "feature set complete" statement and assumed you had some of this you wanted to show. You could do it in a way that supports building the atmosphere. For example first make camera drives in the pouring rain and then show small scene of fireplace being lit bringing warmth and juxtaposing the elements.

 

I like the end where you zoom back to the lighthouse. You could depict it from frog perspective to give it a little mystery and intimidation if that's your intention.

 

I feel like there's no real need to wait for later production stage with what you got, I'd be interested to seeing another version of the trailer with a bit more cinematic sections mixed in. But whenever you decide to go for it remember to slow down in the gameplay and do non-linear editing to break up the pace and bring variance in the trailer. Could definitely take more text to give the viewer something to chew on while enjoying the view.

 

Do I have stories to tell regarding non linear edits and how the people i've showed them to complained about the player messing about too much :) And I do  like your suggestions and i'll definitely try to incorporate some in the next version of the trailer , but I also want it to have the atmosphere i envisioned. So i'll get right back to work and hopefully surprise you guys with a much better trailer than this one in the near future.

 

Thanks to most of you, you've been really supportive and i'll probably need your support even more in the future.



#23 GoCatGo   GDNet+   -  Reputation: 1637

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Posted 30 July 2014 - 09:54 AM


You could depict it from frog perspective to give it a little mystery and intimidation if that's your intention.

 

Simple cinematic techniques like the above would go a long way with helping the trailer.  Camera angles, subtle color correction, and some more interesting edits can spice it up in a dramatic way.


Indie games are what indie movies were in the early 90s -- half-baked, poorly executed wastes of time that will quickly fall out of fashion.  Now go make Minecraft with wizards and watch the dozen or so remakes of Reservior Dogs.





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