Just played through the teaser, and I am very impressed with the results.
I have not dove into the code yet, wanted to give my first impressions before I do.
One of the first things I noticed, was the atmosphere, it is lovely. with the voice overs and subtle sound of flies in the cafeteria. Very nice work by all the artist’s involved.
I really like the dynamic lighting, makes it feel much more alive, and curbs my appetite for the full 3d effect. a great mixture between the node vs. 3d elements.
When The guy ran in the bathroom behind me, I jumped. Though when i noticed that was him crying in the corner, i wasn’t sure what to do with him. I didn’t feel i need to run away, felt like i needed to click on him.
I enjoyed the videos playing without breaking the camera movement. It will gives developers a lot of freedom to add details to the game, which i see you guys are fully taking advantage of that.
The music and sound effects are amazing. i really respect what you guys have done in that sense. The screams and effects give me chills when put together with the rest of the environment. I particularly enjoyed going through the resources and listening to them at full volume. Very nice touch.
Now for a few things on the downside.
When i loaded up the game, everything was grainy. i remember this being address in another teaser, but i don’t remember the outcome. I personally don’t care much for the effect, but another member of my family seemed to like it and thought it added to the mood. Not sure if it was intentional or not.
When I first opened the Journal, I could not figure out how to close it. after a bit of clicking around I got it though. Not sure a good solution for that one. perhaps a subtle ‘X’ on the top binding of the notepad? or a new icon when the hand hovers over the top?
As far as controls, I would greatly prefer the FPS style navigation similar to the controls in scratches. as with Finn, i find the journal gets in the way. I also feel like i cant look around as fast or as fluently, sometimes causing me to miss out on some possibly key details. When walking down the tunnel, I was investigating and seems like it took a while to move on over to the other wall, where there was a very interesting window. With the FPS style controls, I feel like when i enter a node, i can do a quick scan of the room, and investigate some of the more interesting parts of a room.
When i left the cafeteria and went left, i guess my way was blocked, but I could not tell what it was. Of course this may not be part of the game. but if it was a felled tree or something similar, I would recommend letting the player get a bit closer, and investigate some night sky and beautiful tree textures.
As far as the particulars of this teaser, I could not figure out how to get through the door at the end of the tunnel. though i noticed there was a video of the door opening included in the resources. when i approached the door, i could not click on it, did not get a message about locked or anything. Walking down the hall way quickly (by mashing the click button in one spot) left me with some broken video. also kind of takes away some of the immersion, i realize walking around slowly might be boring, but i feel like it is necessary for me to be able to stay fully immersed in the game play. Something i would have really liked to see in the teaser which i may have missed, was the ability to put books in the game. similar to finding documents, or reading a patients diary. Thoughts of books in the elder scrolls games come to mind.
Thats about all i can think of for now, Tonight i will start tinkering with the code. Im very excited!
And once again, Well done, im very impressed and cant wait to get my hands on asylum!
As far closing the readme, i found it pretty easily, you just click the readme button again. but i still think that a subtle x will deliver the message, and create alot less frustration coming out of the gates for players.