I remember that site with machine sounds, but: I didn't remember name, and - not all SFX are from there, as I remember.Ko9 wrote:He made the Sound FX for all MS games and Pastel Games.
В кроваво-внутренней погодной шахматной игре...
Yeah, Mateusz only used Brian's sounds in SubFLF and Sub5. These are the following:Sublevel 107 wrote:I remember that site with machine sounds, but: I didn't remember name, and - not all SFX are from there, as I remember.Ko9 wrote:He made the Sound FX for all MS games and Pastel Games.
Pressing the buttons in the communications room.
Opening the grates in 2;1. (Opening the rune vault in FLF)
Using the charger in 1;0.
These are used in various other media as well.
Is it me or is this menu so much better than the 2018 arquitectura one? Imagine the game maker lagacy with this type of menu screen. It would be so much better.
Realy? That is so cool!MateuszSkutnik wrote:that's exactly what it'll be. Probably. We'll see in 2 years.
Submachine 2 sees a clear evolution from the open ended nature of submachine 1 into something resembling a three act structure: Tutorial, exploring the lighthouse, and finding the portal keys, though the last two acts bleeds together a lot here.
The game opens up with a simple tutorial where you must use your wisdom gem from submachine 1 as well as obtain a cog to stop the gramophone and open up passage to the lower floor of the lighthouse. Once this tutorial is solved most of the game opens up except from 4 key areas and one ladder area. After opening up the sewer the player is free to choose between exploring the lighthouse further or obtaining the credit card. Submachine sees an increase in main objective keys from 4 to 6, with two of the keys being accessible early. Interestingly the main objective isn't revealed until very late in the game, this is a trend which the later games follow as well (submachine 3, 4 and 7 to mention a few). While it is possible to obtain all main objective keys before reaching the top of the lighthouse, the digout key is hidden very close to the top so it is likely the player will see the lighthouse portal before finding the last key.
I think the most notable aspect of this dungeon graph is how organically the game branches out once the tutorial is over, each key area has something unique going for it game design wise. There is also many long vertical lines here meaning a lot of backtracking is necessary in completing this game. It gives the game a sort of detective vibe to it. Visually this is one of my favorite graphs.
Tune in tomorrow for the dungeon graph breakdown of Submachine 3: the Loop