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Waterlogged Blog

Posted by Designopotamus , 26 May 2015 · 2,205 views

Design Design Underground Rob Irving
Waterlogged Blog Seeing as how yesterday was a holiday in the United States, there was no official blog. Some of you may already know that Austin (and much of the rest of Texas and the central U.S.) was hit hard over the weekend by some serious rainfall and flooding. Our thoughts go out to those affected.

I just wanted to drop in and take a quick moment to announce that Design: Underground did, indeed, go live on schedule yesterday. (For those of you who don't tune in, today's blog image is an excellent concept for the Descent: Underground box created by community member Xyphon. I'm not sure what it is, exactly, that speaks to me about this classic box design, but it sure does resonate... somehow.)

You can watch the latest Design: Underground right here:


For those of you who have joined the Descendent Studios advisory board, our first meeting will be Wednesday morning. Check the Advisory Board forum for more information.

Much more to come this week as things continue to develop here.

Rob

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There's a lot of Rob Irving in this game! :P

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There's a lot of Rob Irving in this game! :P

 

The more the better!

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Rob Irving, who is that?

WM

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Its more than 3 years i wrote to Interplay each year to remake that game. With HD and internet technology, it will be awesome. I can't immagine now it's real! I will purchase it when release it, or pledge if it's not finished.  I've play a lot with friends with my 56k V90 modem during all night. Now with today technology. dawmn!

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Nice, Very informative, i love the self-serving box art pick ;) .Although, I think (just as a general bit of feedback) the outro/credits/ending screen is always way too long on any of the descendent studios videos.  unless maybe there is supposed to be some credits rolling. great looking HUD concepts though!

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You did not talk about the Elite-like radar at the bottom of the screen, in the middle? I hope you just forgot to remove it, because it wasn't there in the original game. (If I want to know in advance what's behind a wall or where other enemies are I I would play other spacegames than Descent - I want to get surprised by enemies -, but there's certainly other discussions going on about this).

 

I'm somebody (again) who played Descent back in time. It was exceptional that you could see in 3D what rocket was active. Please think about showing the active weapons in 3D as well.

 

2nd, the cockpit was visible in the point of view. This was what really made Descent different. In other games, you didn't have a visible cockpit, not to speak of the metallic parts that were visible in Descent's cockpit view (especially at the top of the screen).

 

3rd, the point bar even was so small I do not remember it (but it was there).

 

The energy bar was yellow and the hull was blue. It never was in the center of the screen! This way, you always saw enough. This is what made Descent outstanding. So - it never felt as if you were running around with a a pair of glasses showing to you 2D diagrams.

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LMAO at that box.

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I was playing around with the box art and came up with this for maybe a blog image or even the show?

du-design-underground.jpg

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or maybe this:

 

du-design-underground2.jpg

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Designopotamus
May 31 2015 06:36 PM

That is a work of art!

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