I realise other people do these in livestreams - thing is what some people need a few hours for I need weeks 😓 Soundtrack: • Where to Walk • The Big Beat 80s - Kev...
The barren sandpit starts shifting and moving into an active sinkhole, its consuming vortex reveals the true Horror at its base. The Stargazer! Zortch: Urgg, I'd rather be fighting the "Bug Boi" Cartel on flying Sand Skiffs then this oversized bottom Feeder. Stargazer: * Violently spewing debris and Volatile bile. * Zortch: Aaagh, Disgusting! If I'm really lucky maybe a certain 20ft Bounty hunter will Hopelessly fall in and Stuff its cakehole.
Very unique and genius boss, the ideas of a large beast that sucks up its food just comes together so perfectly and seamlessly it makes me envious more games dont have more of this kind of creativity. I just beat zortch 1 on maxed twice and still love it, is zortch 2s artsyle based on pre rendered cutscenes of old games? It also gives me general early cgi movies vibes, sorry for so many questions i just love your work
no problem I'm glad to answer any questions 👍 it seemed like such a cliche for a boss first then I realised that I don't remember many like it - at least not in 3D games 🤭 the style is inspired by games of Shiny from circa 2001 (Messiah and Sacrifice) they had this tech where a character was converted into bezier curves (each limb, the body and the head was projected onto a cylinder shape) and it's a similar tech that everyone uses today but instead of a manual retopology process they had an automatic one (with somewhat dodgy results😓) and all the lights and shadows were also baked into the model - but in the end it's more of a necessity than a stylistic choice: I just found a way to easily replicate the style by using the sculpt remesh feature and polygon decimation in blender and it's faster and easier than making a lowpoly character manually like in zortch 1 🤔
Nice work on the animations and the particle effects. Though regarding the ending... I feel the trope of large monster perishing only to reveal a secret lab or something under it/inside it is a bit overdone. What if the place level ended was actually a tank with a giant drill attached to drive underground that had gotten sucked in?
it's just an excuse to make you go into an underground level really in this case a bunch of boring mines - even more cliche 😓 - the drill part sounds inspiring though.. maybe that could explain how an entrance got there.. hmm 🤔
Oh, so it's just a full-on sequel now? Nice! Can't wait to see more in the future! EDIT: Guess I missed the last video where you announced it. That's on me lol
it's kind of funny because I don't like HL1 much (it gets boring after the office part imho) but then I love Gunman and they are kind of the same thing 🤔
I love the transparency of your development process.
Man, this boss looks fun!
The barren sandpit starts shifting and moving into an active sinkhole, its consuming vortex reveals the true Horror at its base. The Stargazer!
Zortch: Urgg, I'd rather be fighting the "Bug Boi" Cartel on flying Sand Skiffs then this oversized bottom Feeder.
Stargazer: * Violently spewing debris and Volatile bile. *
Zortch: Aaagh, Disgusting! If I'm really lucky maybe a certain 20ft Bounty hunter will Hopelessly fall in and Stuff its cakehole.
you make it sound more exciting than I can ever hope to 🤭
Very unique and genius boss, the ideas of a large beast that sucks up its food just comes together so perfectly and seamlessly it makes me envious more games dont have more of this kind of creativity. I just beat zortch 1 on maxed twice and still love it, is zortch 2s artsyle based on pre rendered cutscenes of old games? It also gives me general early cgi movies vibes, sorry for so many questions i just love your work
no problem I'm glad to answer any questions 👍
it seemed like such a cliche for a boss first then I realised that I don't remember many like it - at least not in 3D games 🤭
the style is inspired by games of Shiny from circa 2001 (Messiah and Sacrifice) they had this tech where a character was converted into bezier curves (each limb, the body and the head was projected onto a cylinder shape) and it's a similar tech that everyone uses today but instead of a manual retopology process they had an automatic one (with somewhat dodgy results😓) and all the lights and shadows were also baked into the model - but in the end it's more of a necessity than a stylistic choice: I just found a way to easily replicate the style by using the sculpt remesh feature and polygon decimation in blender and it's faster and easier than making a lowpoly character manually like in zortch 1 🤔
Love the scrolling sand texture, a classic video game effect, and it works well here.
Nice work on the animations and the particle effects. Though regarding the ending... I feel the trope of large monster perishing only to reveal a secret lab or something under it/inside it is a bit overdone. What if the place level ended was actually a tank with a giant drill attached to drive underground that had gotten sucked in?
it's just an excuse to make you go into an underground level really
in this case a bunch of boring mines - even more cliche 😓
- the drill part sounds inspiring though.. maybe that could explain how an entrance got there.. hmm 🤔
Oh, so it's just a full-on sequel now? Nice! Can't wait to see more in the future!
EDIT: Guess I missed the last video where you announced it. That's on me lol
I made the mistake of announcing it in a video full of spoiler warnings (and actual spoilers) it's on me really 😓
Half-Life 1 but cool literally
it's kind of funny because I don't like HL1 much (it gets boring after the office part imho) but then I love Gunman and they are kind of the same thing 🤔