I didn't make a #PortfolioDay post yesterday, but I thought I might share some of my #PixelArt portfolio today with two collections of Twitch emotes that I created for @GreenGaming (left) and https://www.twitch.tv/avesneakz (right). Custom emotes are a specialty for me!
Meanwhile, my #Pixel_Dailies entry for the #stealth theme is in the upper-right corner: an octopus, which can be very stealthy indeed. Thanks again for taking a look at my #MastoArt and have a great day.
Fwaaaaaaaaah, I'm up to the Constantine's Mansion/Magic Sword level in Thief: The Dark Project!
I love how hard the designers committed on this level... not the wildest environment I've seen in video games, but they really dug deep for the surreal on this one.
Love it. These are some of my favourite parts of this fictional world.
New images of the #B21#Raider were published by the warzone.
I decided to run them through an advanced AI-upscaler, right click on the image, open in new tab to see the full glory.
The original #SplinterCell was the perfect #stealth#videogame. Just enough #gameplay methods to keep everything interesting and give you options, but not so many as to give you anxiety. The #story was engaging. The lighting and game play centered around it was technically amazing at the time.
Making a #Stealth#Horror#ImmersiveSim using the #GodotEngine. Doing a texturing/lighting pass for basically the whole game right now. There's a pretty wide variety of areas in the game, but some of the more moody areas have been really fun to light. #ScreenshotSaturday
I'm not one for "New Year's resolutions", but I am one for overly ambitious projects.
For 2023, Project365 is "One New Game Per Day".
Given that I have 634 unplayed games in my Steam account and {mumble} unredeemed bundle Steam keys, there's a reason my unplayed collection is tagged "Pile of Shame".
I'll pin this to my profile, and give a brief summary here each day (or x, if I miss x days due to work or stuff).
I'll play 15-30 minutes of (at least) one new game I've never played before (or played less than 15 minutes of). I'll give every game at least 15 minutes, even if I hate every minute of it.
I'm also open to suggestions; if you reply to this thread with a game, I'll schedule it, or tell you what I thought of it.
One of the things that's come up is that I have a bunch of games that I've played once, and not touched again.
Monaco: What's Yours Is Mine is a top-down pixel-art-styled stealth heist game.
I'm not sure what I found more surprising: that this game is over 10 years old, or that it's been in my library unplayed for 9.5 of those years.
In this game, you break out of prison, and assemble a team of thieves, with the goal of pulling off a heist.
It apparently has co-op mode as well, although I only played in single player.
When I started this project, I was openly hostile to pixel-art games. What I've learned over the past 8 months is that while pixel-art based games can be the product of lazy devs, or devs who are hopped up on caffeine and nostalgia, a good game can overcome my feelings about pixel-art (and lazy devs can be just as lazy using vectors, voxels, Unity, or Unreal).
On that basis, I think I'm done commenting on pixel-art, other than to mention if it's the art-style of the game.
With that said, Monaco isn't a true pixel-art game. Even though the environments and characters are pixel-art, the lighting and UI elements are not.
Monaco is a lot of fun. Even though each of the characters you embody is only a small blob of pixels, each has their own skillset, and even in the early stages of the game, can see how they'll fit together for "the heist".
As a stealth game, the lighting is used to great effect throughout, and and having your area of vision lighting up a room and suddenly spotting a guard is nerve-wracking.
Making it through the level undetected and making a clean getaway give a great buzz.