I would like to see animation progress, though audio stuff is cool to me as its something i'm personally interested in/involved with. Especially if it includes voice acting, cause that's cool.
Well, hmm... Foremost, I would want to see animation progress. I can't resist the chance of seeing new classes and items in motion.
Might also bring the possibility of seeing that new Huscarl special in fuller detail or implementation, if that hasn't been shelved for the time being.
After that, I'd support more audio. It's just as fun as seeing the physical things they're attached to, and very interesting to see the process as we have before. Sound design is an interesting business, after all.
Level and prop design is a toss up for me. I would love to see the process and read some insight into how either are designed though, since I've been briefly dabbling in the Hammer editor here and there.
Welcome to Cheez's PVKII Funtime Class!
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
Since i feel it's the easiest one we could give feedback to right away when we see it, with Level designing may take abit longer and require people to play it rather than pictures. Prop design would be great! i'm always happy to see new props in maps as it makes it feel alive and audio behind the scenes would be interesting.
Comments
Well, hmm... Foremost, I would want to see animation progress. I can't resist the chance of seeing new classes and items in motion.
Might also bring the possibility of seeing that new Huscarl special in fuller detail or implementation, if that hasn't been shelved for the time being.
After that, I'd support more audio. It's just as fun as seeing the physical things they're attached to, and very interesting to see the process as we have before. Sound design is an interesting business, after all.
Level and prop design is a toss up for me. I would love to see the process and read some insight into how either are designed though, since I've been briefly dabbling in the Hammer editor here and there.
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
His development is boring.
Say, why not all of that? Seeing new animations is always great, especially for guys who don't know how it works.
Level design showoff is what's really missing.
Your soul cannot be saved.
Since i feel it's the easiest one we could give feedback to right away when we see it, with Level designing may take abit longer and require people to play it rather than pictures. Prop design would be great! i'm always happy to see new props in maps as it makes it feel alive and audio behind the scenes would be interesting.