Race The Sun

Race The Sun

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DLV Utter Despair
   
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22.2.2014 klo 13.47
24.2.2014 klo 9.28
2 muutosilmoitusta ( näytä )

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DLV Utter Despair

2 kokoelmassa, tekijä Cosmic Misfit Drew
DLV Race The Sun: Originals
3 luomusta
DLV Race The Sun: Community Sampler
19 luomusta
Kuvaus
"Utter despair" theme suggested by Leo Loikkanen a.k.a. limbster. Artistic interpretation by Drew Van Camp. It is highly recommended you listen to very sad music for full effect. DREWVANCAMP.COM
14 kommenttia
Vic 16.11.2017 klo 23.44 
Hi Drew. Well, i guess it would be great to see something Tron-inspired. I watched the original movies, but i like the Tron-themed mods for different games that i sometimes come across, so yeah, i guess a Tron-themed world for Race The Sun could fit in really nice.
Can't say i'm into livestreams, though, but maybe i'll give it a try later. We'll see.
Cosmic Misfit Drew  [tekijä] 15.11.2017 klo 1.01 
hey Vic! messages received...

perhaps one day i'll return to level design for Race The Sun, but i've been busy working on my own game where you shoot neon spaceships and explore a strange star system, so come find me on my weekly livestream: http://drewvancamp.com/live or 24/7 discord: https://discord.gg/4FnyGMm

i do like that you find this concept interesting enough that you think i should expand it. not sure if i want to do anything quite this gray/black again, except if i were to do a high quality dark neon world. something with tron like colors, something dark/colorful cyberpunk.

but that's if i come back to make more... look me up sometime on the above links. and thanks for the further input. (:
Vic 14.7.2017 klo 5.59 
I mean, there are certain types of levels we have in the game and the Community - the basic "scorched, pale, and colourless" silver "RTS" levels, space levels, "retro-VR" levels, desert levels, apocalyptic levels, marine/beach/seaside levels, forest levels, fantasy levels, but so far i doubt i saw alot (if any) "limbo" levels... And that kind of design appeals to me quite alot.
Vic 14.7.2017 klo 5.54 
In other words - i see it as an interesting base for creating a line of different levels with the certain mood, which the game, probably, lacks. Say, that might range from thevery plain "limbo" design, like an empty "death valley", to just dark/pale and depressive worlds, that still has plenty of things to have fun with - kinda like the Deadside world in the game "Shadowman" or something...
Vic 14.7.2017 klo 5.50 
Oh, i see... Well, i actually like the overall idea and style of this world (map, level, gamemode - whatever you call it) and would be really glad if this "piece of art" would evolve further, into, or spawn a similiar in design, but actually playable level, with some goals to try and achieve, (if the player would want to), some more variety and other stuff that would make it actually playable and enjoyable in a long term (personally i would rather return to it from time to time and spend sometime playing it, if it had something to do and/or observe while playing.
Cosmic Misfit Drew  [tekijä] 14.7.2017 klo 5.11 
@Vic, thanks for the compliments and suggestions. (:

yeah, it's def not a proper challenge course. mostly just an unusual experimental place. there are obstacles that melt into the ground, giant black teardrops that slowly fall from the sky, and large blocks of shadow that get uncomfortably close.

and yep, there's a weird feature of the movement that makes it feel awkward to change directions with precision and good timing. it's one of a few details that are meant to create a negative feeling.

also, there aren't alot of color options or light controls available in the editor, so i just work with what they provide to players.

like i said, it's an artistic piece. most of my other worlds offer better gameplay.
Vic 28.5.2017 klo 0.02 
Wow, very original. I like it alot, like most of your other works. Gave it a quick glimpse (haven't progressed very far) but so far it looks a bit empty (yeah, i understand that you wanted to create some empty, depressing space, but those big cubes kill the "infinite flat empty Walley of Nothing" experience, and the abscence of any other objects makes the level feel "unfilled" with objects and "unfinshed"). Dunno if it should be implemented, but maybe some other stuff (not necessarily "physical" - they might just be there, but not be able to crash you) - some blocks, maybe? - and, maybe, some ramps to jump or rare powerups, to make the gameplay just a little bit more variable...
Vic 28.5.2017 klo 0.02 
Also, maybe some rare lights could be there too (few glowing elements, like the borders of those jumping ramps in the original gamemore, or, maybe, speed booster "star" powerups... (they are not colourful, comparing to jump and shield powerups, and may be a goal to collect for the payer and also symbolyze hope/motivation to get out of this depressive land for the player - if they will want to.)
So yeah, another great work/concept, but it still could've become something even greater, imo.
And also, it does have some "sliding" effect, as if the player runs on ice/oil or something, doesn't it?
Cosmic Misfit Drew  [tekijä] 11.3.2014 klo 16.14 
Thank you! I couldn't hope for a better compliment! This world design is largely an artistic piece compared to DLV Fast Future which is more of a proper game course. If you can get to Region 2 in DLV Utter Despair without using region skip portals (or losing your mind), you will have earned a prize or something. You might need a luck dragon. Enjoy the journey! (;
BlakLite 11.3.2014 klo 16.02 
I haven't played far enough to see if a decent difficulty curve has been implemented or the environments change significantly enough between regions. However, I think you've got a unique, well-realized aesthetic, in which the color palette and obstacles' behaviors work with the chosen motif very well.