By Jim Rossignol on June 29th, 2012 at 2:00 pm.

WARNING: SHAMELESS SELF-PROMOTION POST AHEAD. LOVE YOU GUYS!
So for the past two years I’ve been multi-classing with game dev studio Big Robot, and we’ve been doing some stuff, which we’ve talked about before on RPS. The thing we’re most excited about, though, is what we’re working on right now, which is called Sir, You Are Being Hunted. It is a procedurally-generated first-person, open world game, with some sneaking, some shooting, some tweedpunk adversaries, and plenty of fleeing in terror. We’re now making excellent progress towards something playable, and have a few images to show for it.
Right now we’re working on two fronts. There’s the AI, to make the hunters actually hunt you, and even fight each other. And there’s the British Countryside Generator, to make the world look a bit like the British Isles, but abandoned, wintery, desolate, and recognisably rural. Like so:

The idea – which programmer Tom Betts will no doubt detail on our blog at some later date – was get around us having to populate and craft many kilometres of open countryside by hand, and to develop a terrain generator which could make a diverse landscape which instead of being abstract – as our previous work had been – actually represented something we were familiar with, which was British rural landscape. It had to be interestingly complicated, organic, and also avoid the sameness that often pervades generated environments. It’s really coming along:

The villages also look pretty good:
Remember that none of this stuff is hand-placed. While we’ve pre-made things like the buildings, the naturalistic layout is all mathematically defined. Every map generation will be different, and players can expect to end up playing through quite different worlds on each game.
Someone commented a while back that it was “disingenuous” of me to say that the game is “lo-fi”, because it looks good. Well yes, it does look good, and I am pleased with our visual work, but it’s also definitely lo-fi. Lo-fi does not necessarily mean “ugly”, it just means that we are not using super hi-res textures, or high-poly models, or lots of visual shader cleverness, or lots of hi-fidelity art to make our world come to life. Instead, it’s being done with Tom’s clever maths, and our own careful art direction. It’s down to the inventiveness of our coders, and the talent of our handsome outsourced artist, that it still looks lovely.
An artificial gentleman catches up with me:

A hunter engages another hunter patrol:

There’s still a lot of content that still needs to go in – tricky for a small team with no full-time artist! – but I think the impression we were trying to capture is just about there. Our tweedpunk artificial gentlemen are beginning to come to life, too, and our second coder Dan Puzey is currently slaving away on making the systems that will allow players to utilise a bit of stealth as they struggle to escape the flooded landscape they find themselves in. It’s a small step, but I can’t say how pleased I am to announce that our robots now react to audio, and that we can throw stones and other objects to cause guards to investigate the disturbance caused. It’s vital, thrilling stuff for this project.
And what would the guard robots be guarding? Well, I don’t want to take too much time explaining back-story, because it will be made plain by the game world, and because I dislike exposition. But they’ll often be protecting whatever it is that is leaving a trail of smoke in this field:
Anyway, right now we’re working towards a build that is workable enough and presentable enough for us to produce a detailed video of some in-game activity. That video will appear first on RPS, of course. I hope you’ll like it.
Finally, the flooded streets of our British summer:
No release date for Sir, yet. But we’re working on it…








29/06/2012 at 14:08 Toberoth says:
Looking good, Jim!
And the game.
29/06/2012 at 14:14 Harlander says:
The visual style is rather gorgeous, yes.
29/06/2012 at 14:22 Toberoth says:
Mind you, it’s not too late to change it to a rave simulator called Sir, You Are Getting Munted.
Or a crash simulator called Sir, You Are Being Shunted.
thinkaboutit
29/06/2012 at 14:32 Toberoth says:
Or a jubilee sim called Street, You Are Being Bunted.
Or a gangster sim called Gir’, You Is Gettin’ Fronted.
Or a malnourishment sim called Sir, You Are Being Stunted.
Or… Oh god, I have a million of these.
29/06/2012 at 15:20 Fire_Storm says:
A topical football management title:
Roy, You are being punted.
29/06/2012 at 15:37 Lambchops says:
A stationery management game called “Pencil, you are getting blunted.”
29/06/2012 at 15:50 Chris D says:
A game in which you play an intelligence officer tasked with briefing David Cameron on how he’s being referred to on twitter called… actually, never mind.
29/06/2012 at 16:12 Lambchops says:
@ Chris
I have decided not to explain to my coworkers why I’ve just burst into a fit of giggles! Good work, sir.
29/06/2012 at 16:44 roryok says:
A duelling sim called Sir, You Are Being Affronted
29/06/2012 at 17:29 Toberoth says:
Or indeed a Cambridge undergrad simulator called “My Lord, You Are Being Punted.”
29/06/2012 at 17:55 abandonhope says:
Or a marital sex game called: Dear, I’m done for I have grunted.
29/06/2012 at 20:26 jimangi says:
You may make a game about Krogan clones and call it ‘Graaar, you are being Grunted’.
30/06/2012 at 09:17 cassus says:
Or an online dating site simulator called – Fat old pathetic lonely guy, you are being taunted :,(
29/06/2012 at 16:02 Zakski says:
I wonder if we would get something approaching “garfield without garfield” if we created an account that blocked every user that punned
29/06/2012 at 14:10 Shakermaker says:
This game can’t come quick enough. It looks marvelous. Will there be some kind of ‘pre-order and play the alpha / beta’ program?
29/06/2012 at 14:11 Jim Rossignol says:
Yes, for sure. But we haven’t quite figured out how/when.
29/06/2012 at 14:12 tlarn says:
I’m sure Kickstarter was already discussed or is at least on the table for discussion, yes?
29/06/2012 at 14:17 Shakermaker says:
That’s great news.
29/06/2012 at 16:11 Sarigs says:
Ha, was actually wondering the over day if any thing would be mentioned at Rezzed about this one, been interest since it was first brought up :-)
29/06/2012 at 17:26 Tams80 says:
Then how am I supposed to give you money?! I’m not falling for that ‘throw it at the screen’ trick again…
29/06/2012 at 14:11 tlarn says:
Sir, you had me at “procedurally generated.”
29/06/2012 at 14:31 Stepout says:
So true, procedurally generated + open world = something I want to see a lot more of in games.
29/06/2012 at 14:45 mouton says:
It all depends on procedures used. They can be quite insufficient, yes.
29/06/2012 at 15:03 roryok says:
in soviet russia, procedure generates you!
29/06/2012 at 14:12 Malk_Content says:
I reckon the thing at the end of that smoke is fire, in which players must steal to rediscover its secrets and become a post-apocalyptic prometheus.
29/06/2012 at 14:15 Axyl says:
and eventually lead to the existence of Aliens! ;)
29/06/2012 at 14:17 Jim Rossignol says:
The player inventing bacon would be a good way to end a game, it’s true.
29/06/2012 at 14:21 Malk_Content says:
You could have a crafting system in which the only craftable object is bacon. It is a bit like having bacon as a main quest, but people will love you for having crafting.
29/06/2012 at 14:26 DrScuttles says:
The presence of bacon may have saved that beautiful mess of a film that was Prometheus.
Hell, bacon makes everything better. Though I wouldn’t put it in my DVD drive.
29/06/2012 at 14:18 tlarn says:
I’m still hoping that smoke is actually a hidden bogmonster.
29/06/2012 at 15:43 Jim Rossignol says:
It isn’t, but don’t think I haven’t considered the role of bogmonsters.
29/06/2012 at 17:30 Tams80 says:
Bogmonsters are mandatory. I hope there’s something like a Heffalump though.
29/06/2012 at 14:29 Inigo says:
Nuclear powered, robotic pheasants.
29/06/2012 at 15:44 Jim Rossignol says:
There are actually some pheasant ideas going on. I hope they happen.
30/06/2012 at 02:36 bill says:
Realistic pheasant behavior AI would involve:
– running from miles around to throw themselves suicidally infront of any passing cars.
– scaring the crap out of you by falling out of the tree they are sleeping in.
You also need to find a way to work a “The sky is beginning to bruise night must fall and we shall be forced to camp.” line into the robot’s dialogue.
29/06/2012 at 16:34 Fuzzball says:
It’s tea, right? I know you said “trail of smoke”, but British automatons protecting tea would be fanteastic.
29/06/2012 at 17:13 Billzor says:
It’s a cat sitting by a fire. There’s always cats involved around here somewhere.
29/06/2012 at 14:13 Axyl says:
I sat for a couple of mins trying to come with a suitable way of expressing my excitement over this game…
I failed, so I’ll just say this…
OMFGIWANTTHISSOHARDSHUTUPANDTAKEMYMONEYRIGHTNAO!!!!!oneone
Hmm.. that wasn’t half bad actually. :P
29/06/2012 at 14:16 Axyl says:
Sir, You Are Being Pre-Ordered.
Better. :P
29/06/2012 at 14:15 sonofsanta says:
More random generation fun (because it’s easier than real coding so always a pleasant distraction): you should totally have local paper boards outside some houses with random headlines on them. “Councillor caught liaising with ferret”, “Local boy becomes goldfish” and so on and so forth.
Also, a British-themed Stalker-inspired indie game sounds, more or less, like the perfect game. Good work sir.
Also: I demand a cameo from your artist’s moustache. That is magnificent.
Also also: I need a new way to start non-sequiturs. And to stop editing comments once I’ve made them.
29/06/2012 at 15:09 edit says:
Random generation “easier” than “real coding”? Procedural generation creates MORE coding work, because asset creation becomes a part of the code rather than solely the work of an artist in some other software. With procedural content, you are not just creating the content, but coding the very procedure by which the content is created. If we’re going to make distinctions between how “real” or “hardcore” different coding techniques are, procedural content is decidedly deeper and more hardcore than simply loading assets from the disk. Also, there’s no such thing as randomness on a computer (or in reality, I’d argue). :)
29/06/2012 at 15:17 El Stevo says:
He’s talking about randomly (alright, pseudo-randomly) generating newspaper headlines. Which is easy.
29/06/2012 at 15:59 sonofsanta says:
Aye, that. randomHeadlinePortionA() && randomVerb() && randomHeadlinePortionB().
Funkiest November on record.
Your views: sky habitat to be built in $town
Police confess no leads in case of dancing pheasant
etc. etc.
29/06/2012 at 14:16 Ian says:
But will you be able to TALK to the robots?
29/06/2012 at 16:28 Jim Rossignol says:
Now that would be something.
29/06/2012 at 18:48 HexagonalBolts says:
I was going to ask something along those lines, will there be friendly NPCs? I steal feel that’s something minecraft does wrong – it would be amazing to wander through the forest and find some bloke chopping down wood, wonder if he’s friendly or not, find out he is and be able to trade a bit with him or have him take you back to his log cabin.
29/06/2012 at 22:14 crocoduck says:
Oo er!
29/06/2012 at 14:16 Inigo says:
In other words – like the British Isles.
29/06/2012 at 14:58 sinister agent says:
Bugger. Beaten to it.
29/06/2012 at 15:31 TsunamiWombat says:
Also my first thought
29/06/2012 at 14:18 MistyMike says:
One thing I’m noticing a lot recently is how British people like to explore/ponder about their britishness. I mean, that’s a good thing, cosmopolitan types are not fun.
29/06/2012 at 14:30 The Tupper says:
Man, you’d love the Quebecois then.
29/06/2012 at 22:38 maninahat says:
It’s a common source of confusion to them. Their sense of identity is based around listing small pleasures (which typically include rain, slippers and sausage rolls). I think a lack of general patriotism causes the British to try and rally around whatever they have in common – a love of tea and sarcasm.
29/06/2012 at 14:19 Cinnamon says:
For some reason I find it annoying that it isn’t called, “you sir, are being hunted.” I like my killer robot game names to be more confrontational than subservient.
But it’s not often you see a game that makes you think of 70s BBC horror science fiction.
29/06/2012 at 14:23 tlarn says:
“Declarative: Sir, you are being hunted. Please, assume the hunting position and allow me to liberate you from your mortal coil.”
29/06/2012 at 14:25 Cinnamon says:
I’m the only person who thought that ak47 was not only unfunny but also overused to the point of being cringe inducing.
29/06/2012 at 16:21 EPICTHEFAIL says:
It`s HK-47, not ‘ak47″ /nerdrage
29/06/2012 at 15:33 Halberd says:
Query: Are there any meatbags in this game. Has anyone said anything about these?
29/06/2012 at 14:46 MikoSquiz says:
Oh! Yes. I liked the name as it was, but that’s clearly much better. Change it, Rossignol. Chop chop.
29/06/2012 at 14:56 Max Ursa says:
say it in a politely dismissive british aristrocratic kind of way and it makes more sense. or in a Jeeves of Jeeves and Wooster kind of way.
29/06/2012 at 15:45 Jim Rossignol says:
Yes. It is your butler informing you of peril.
29/06/2012 at 19:58 jonfitt says:
Message for you, sir:
http://www.youtube.com/watch?v=3SwNXQMoNps
29/06/2012 at 14:19 Conor says:
Oh my. My fancy has well and truly been tickled.
29/06/2012 at 14:20 Chris D says:
Personally I am shocked, shocked and apalled, that RPS wouid even consider not giving us all the juicy details on what looks to be one of the most interesting titles on the horizon just on the flimsy excuse that one of them also happens to be developing it.
29/06/2012 at 14:26 db1331 says:
Sir, You Are Being Hunted 2 will be better.
29/06/2012 at 14:46 derbefrier says:
and then of course Sir, you are being Hunt3d will be even better.
sounds like a fun game cant wait to see more
29/06/2012 at 16:06 Fanbuoy says:
Naturally followed by:
Sir, You 4re Being Hunted
5ir, You Are Being Hunted
Sir, You Are 6eing Hunted
No. 7 will be a problem though… But by then, everyone will probably just say “$ir, You Are Being Hunted”.
29/06/2012 at 14:52 Max Ursa says:
sir, you are also being hunted
sir, you are being hunted too
29/06/2012 at 15:02 Hoaxfish says:
Sir Bono, U 2 are being hunted
29/06/2012 at 15:12 MacBeth says:
“Once Again, Sir, You Are Being Hunted” surely
29/06/2012 at 16:41 Jams O'Donnell says:
No, the sequel should be “Sire, you are being hunted,” just as Yes Minister was upgraded to Yes, Prime Minister.
29/06/2012 at 16:49 roryok says:
Yes, I like that
30/06/2012 at 00:50 Tunips says:
Prime Minister, You Are Being Hunted
29/06/2012 at 16:50 roryok says:
Go Aliens style
Sirs, you are being hunted
30/06/2012 at 02:52 BubuIIC says:
Oh, it definitely should be: ‘Sir, you are being hunted next.’
29/06/2012 at 14:35 FFabian says:
I bet there is a 0-Day DLC.
29/06/2012 at 16:45 phuzz says:
That’s not as bad as the DRM which will kill your gran if you so much as dare to look away from the game as you are playing it.
Also, it will delete every other program off your computer, just to make sure you can’t copy it. Of course, this includes Windows, so you won’t be able to actually play the game, but that’s ok, if it was more lax then the terrorists would win of course.
29/06/2012 at 14:36 jkz says:
Just what we need, another Battlefield/COD clone.
29/06/2012 at 14:45 tlarn says:
SIRFACE?
29/06/2012 at 14:57 Dozer says:
WARHUNT.
29/06/2012 at 15:03 roryok says:
warfacé
29/06/2012 at 15:08 lorddon says:
Brilliant, sir.
29/06/2012 at 14:43 abraxas says:
Jim, since I’ve now looked at your screenshots on 5 different screens (screenies here on RPS on 2 different monitors at work and from your Twitter on my phone and 2 different monitors at home) I can honestly say that 95% of them are too damn dark. Especially so on my phone, but that’s probably a set-brigthness-pretty-low-to-save-battery problem stemming from my side rather than yours.
Probably the best example is the screenshot where you say “The villages also look pretty good” and all I see are pretty clouds and maybe the silhouette of a single house on the left and a whole lot of black darkness.
I realize all these things are happening at night and all but so far I can only say “you made a really pretty sky” and not much else. This is the first time I can actually kind of make out what the Hunters look like.
I don’t mean to be an asshat or anything, I’m very interested in this. I’d just actually like to, ya know, see things on screenshots.
Sneaky Edit: The last screenshot in this article being a notable exception to all of my bitching up there!
29/06/2012 at 14:44 Jim Rossignol says:
Heh. I actually brightened those because they looked too dark. I must have the brightest monitor in the world :(
Anyone else finding them too dark?
29/06/2012 at 14:53 abraxas says:
Maybe it is me who has the darkest monitors in the world :(
Clicking on them and looking at them fullsized definitely helps with (apparently only my?) brightness problem. Or maybe I’m just going blind in my old age, recently turning 31 and all. The joy of youth has left me and with it my eyesight it seems.
29/06/2012 at 19:15 Mistabashi says:
They really look absolutely perfect to me, if you’re really having trouble making it out then perhaps you need to calibrate your screens. In particular, make sure you don’t have the contrast turned up too high, that’s one of the things I see people doing all the time and it’ll ruin the picture.
29/06/2012 at 14:59 Torgen says:
Look suitably moody and fine to me.
I’m still trying to decide how I feel about members of different robotic hunting clubs shooting each other, though. Do human hunting clubs in Britain go to war?
29/06/2012 at 16:46 phuzz says:
Well, yes, but only with anti-hunting protesters.
29/06/2012 at 15:01 Benkyo says:
No. If they are all night-time shots they could if anything do with being darker. Dark is good.
29/06/2012 at 15:04 dongsweep says:
I swirled them around on my laptop and monitor and they looked fine on both, could see everything.
29/06/2012 at 15:48 widowfactory says:
There are screenshots there? I thought they were just black boxes to break up the text. Does the game have day / night cycles? It seems to be in permanent dusk by the looks of things. Would add a tactical dimension too
29/06/2012 at 16:52 Jams O'Donnell says:
They’re a little dark, but we’re looking at them out of context and placed against a white background, so it’s hard to see if it’s a problem or not.
You should send me a playable build so I can do some science and get back to you with a verdict.
29/06/2012 at 16:52 AmateurScience says:
Yes, but then I read RPS whilst wearing sunglasses, because that’s just how I roll.
29/06/2012 at 14:45 Alex Bakke says:
I can see them just fine.
29/06/2012 at 14:48 MikoSquiz says:
Have you been to an optometrist lately? Could be detached retinas.
29/06/2012 at 14:55 Elltot says:
They’re dark for me too, though I am in a horribly dingy office in the Midlands.
29/06/2012 at 16:03 tumbleworld says:
For no reason whatsoever, I now assume that you are stuck in a Charlie Stross novel. My sympathies.
29/06/2012 at 14:49 BreadBitten says:
Is it strange that I always read the game’s title in Tony Jay’s voice in my mind?
29/06/2012 at 15:36 Jim Rossignol says:
Seems appropriate. But that’s not who reads it in my head.
29/06/2012 at 17:23 Sp4rkR4t says:
You can’t simply leave that hanging there, who reads it in your mind?
29/06/2012 at 14:49 The Sombrero Kid says:
Looks great, hope you’re not submitting to the igf in october, because i am & i could do without the competition :P
29/06/2012 at 15:35 Jim Rossignol says:
Depends entirely on next couple of months of progress.
29/06/2012 at 14:53 Lord Custard Smingleigh says:
a bit like the British Isles, but abandoned, wintery, desolate, and recognisably rural
So exactly like the British Isles, then?
29/06/2012 at 14:57 sinister agent says:
Bugger. Beaten to being beaten to it.
29/06/2012 at 14:54 Urthman says:
I think it’s disingenuous for you to pretend I meant anything more than a goofy compliment when I called you disingenuous for being all “aw-shucks, it’s just lo-fi” humble about something that looks this good.
I understood that it was just a straightforward description of your approach to the graphics and would never seriously accuse an RPS writer of being humble.
29/06/2012 at 15:36 Jim Rossignol says:
Ah, just misunderstood. Still, it let me write a useful point about our approach.
29/06/2012 at 14:55 Turquoise Days says:
Bay windows are a criminally underused feature in videogame design, and I’d like to thank you for sticking bits onto your houseboxes.
29/06/2012 at 14:58 GameCat says:
Sir, You Are Awesome. Did you guys have estimated release date? I can’t wait to play this game.
29/06/2012 at 15:11 Nallen says:
Can you go inside?
29/06/2012 at 15:26 Jim Rossignol says:
No.
29/06/2012 at 17:42 Skabooga says:
And in the game.
29/06/2012 at 19:18 Jimbo says:
Well played, sir.
29/06/2012 at 15:12 The First Door says:
Those screen shots look brilliant! Well done Jim and team!
I’m actually quite excited to play around in an open world environment based on the British Countryside. It’ll make a nice change to the urban environments you normally see.
29/06/2012 at 15:15 Amnesiac says:
“No release date for Sir, yet. But we’re working on it…”
Work harder!
Desperate to play this.
29/06/2012 at 16:15 Lambchops says:
Plus we must remember that any release date will be subject to the “Walker principle.”
29/06/2012 at 15:43 Capt. Eduardo del Mango says:
Oh it really does look superb, doesn’t it?
Once they’ve got the whole thing down, I do hope – in addition to all the primary gameplay mechanics they’ve got set up – they chuck a couple of bog-standard FPS game modes in there, too. Whilst the devious hunting/sneaking/etc stuff they have worked out will be the meat and veg of it, if you’ve got the environment/shooting worked out you may as well drop CTF in there or something. Would be great to have as many options for gameplay as possible in such a nifty looking environment.
Godspeed, Mr. Rossingol et al!
29/06/2012 at 16:16 Walsh says:
They need monocles or else they aren’t true gentlemen robots.
29/06/2012 at 16:25 EPICTHEFAIL says:
Gentleman robots, not TotalBiscuit robots.
29/06/2012 at 16:18 LeiterJakab says:
The skybox looks gorgeous!
29/06/2012 at 16:19 Maniacal says:
This looks pretty neat, I like the premise.
29/06/2012 at 16:37 MythArcana says:
This sounds interesting and quite a feat to pull off. The graphics look like xBaWKx Skyrim meets Redneck Rampage, which is fine with me. If there is some depth to this game, it could fill that old Deer Hunter 5 gap, but in reverse with a twist?
29/06/2012 at 16:43 Nick says:
Ever thought of asking Steven Fry if he’d read the title in his best Jeeves voice for your menu screen, Resident Evil style?
29/06/2012 at 16:47 ghosted says:
It’s tea isn’t it. They’re after a nice cup of Rosy Lee.
29/06/2012 at 16:47 Fanbuoy says:
I would really love to see Jim write a WIT about this! I haven’t looked it up, but I think that would probably be a historic first.
29/06/2012 at 17:45 Skabooga says:
It suddenly hits me that the art direction reminds me a little bit of Ecstatica. Especially the grass. Which is awesome!
29/06/2012 at 18:21 JBantha says:
“No release date for Sir, yet. But we’re working on it…”
But the walker principle is working against you.
29/06/2012 at 19:26 Jimbo says:
I think you should write the Wot I Think and not even acknowledge that you had anything to do with it. Also use always-on DRM and release it in the US a month earlier than anywhere else. DO IT.
29/06/2012 at 19:32 hyperYoda says:
I’ve been reading RPS for a while without feeling the need to register and comment. However, this game has me really excited! I am going to buy the poo out of this game when it comes out
29/06/2012 at 19:46 Sinnorfin says:
You’ve nailed BOTH most important elements to an open world game..and that is the Top and the Bottom. Landscape, water, grass is awesome, and the Sky just rocks!
Lets admit many of us got through the slow beginnings of Morrowind because of landscape and sky.:)
29/06/2012 at 20:04 Marcin says:
As I said on the tweeterverse, it looks lovely. I really like the “painterly” (yes i know it’s overused, but apt here) aesthetic on the sky and trees.
Have you messed about with *very* slightly irregular shapes for building fixtures, like windows and chimneys to match the other objects? As it is, they stand out a wee bit (yes I know it’s a prealpha :)).
29/06/2012 at 20:15 Jim Rossignol says:
Nothing like that yet, but we may get there. Right now the plan is to get a small diversity of buildings working within the proc-gen landscape and just get it playable. Which is harder than it sounds! :D
29/06/2012 at 20:42 hyperYoda says:
Have you guys thought about extensions using the same engine? I can imagine a game where instead of robots you have zombies, kinda like Day Z but single player and in the UK landscape. That’d be cool.
29/06/2012 at 22:01 Resin says:
Quite remarkable, I must say.
29/06/2012 at 22:02 jhng says:
I’m getting quite a strong 70s Dr Who vibe. This is very exciting for me and makes me do heavy breathing that sounds increasingly wheezy and Tardis-like.
29/06/2012 at 22:02 Resin says:
I look forward to distracting robotic hunters by throwing pebbles.
29/06/2012 at 22:15 hello_mr.Trout says:
i just recently finished stalker:COP (again), and one of the things i noticed was that evenso walking around a desolate abondoned environment is an amazing reward in itself, it felt kind of static to a certain degree- occasionally you would run into mutants/wild beasts and feel like you were part of a dynamic environment, but then you kill them and are back to being a solitary player. i think the day/night cycles goes a long way to making a world more dynamic, with weather also playing a big role, but i wanted to ask – have you considered implementing any type of neutral mobs/creatures? just something as peripheral as birds flying overhead, or small blue butterflies emerging from the swampy marshes could go a long way to making the player feel more engaged/immersed. robotic sheep perhaps? i realise that this would require more art assets/programming imput, especially as regards how they would interact with your already established AI routines, but it seems like it would add lots to the game.
anyway, i think it looks fantastic so far :D
30/06/2012 at 07:29 Jim Rossignol says:
Creatures are on my list, but quite far below getting the base game working.
30/06/2012 at 00:31 Iskariot says:
So this is a single player off-line game?
Please tell me it is so, because I very, very, very much like the concept of this game, but if this is multi-player only or even another f-ing MMO, then it is not for me… sadly.
30/06/2012 at 07:28 Jim Rossignol says:
Single-player only. (At the moment.)
30/06/2012 at 07:30 crinkles esq. says:
The landscape shots do look really, really lovely. Are the trees generated via a fractal algorithm, or are they 3d models? I think the landscape actually looks so nice that it makes the low-poly hunters look a bit out-of-place in the world.
I can’t say I have much idea about the gameplay, but it’s certainly promising, good sir.
30/06/2012 at 09:33 Jim Rossignol says:
I think the level of detail is actually pretty similar in-game, especially close up.
The trees are just 3D models. It would probably be possible to generate them, but that’d be a lot more CPU load on generation of the level, which we don’t need.