We take a question from the comments about Volo’s current and future art direction, looking at the space between the concepts of pure realism and pure fantasy, where the two are much alike, and where we think they can really help each other.
01:02 Luc Sommerland’s comment (thanks!)
01:45 The space between realism and fantasy in game simulation
12:47 Lots of concept art!
18:31 User generated content
Check out more work by Moldybyrd at: http://moldybyrd.com/
In this episode we demonstrate the first results of duct-taping the parachute system to the full game, and tell a few things about what to expect next.
02:50 Parachute deployment demonstration
07:50 Plans for polishing/releasing this
In this episode we talk about the game design and technical design challenges we deal with while merging the parachute system into Volo proper. Specifically the area where game design and technical design start looking like the same thing.