



Gloomwood shows just as little mercy when it comes to guns.
GLOOMWOOD ENGINE MANUAL
I appreciate Gloomwood's commitment to the bit-the manual process of trashing objects one by one made me second guess later on if I really needed to carry another glass bottle when I already have three empty fish cans cluttering my case. Even cooler is the ability to literally drag items out of the case and into the world as if the mouse is your hand. At first I tried to keep a tidy case with a corner for throwables, a column for guns, and another for healing items, but within hours I'd let it turn to clutter (a fitting reflection of my actual desk). Space is limited by grid size, but also by how good I am at inventory Tetris. Time doesn't stop while fiddling in pockets, so something as simple as injecting a health syringe takes tactical consideration. To even see the inventory, the Doc needs enough space to set the case down in the world (either on the ground or a table). And hopefully it would have the freedom of choice from thief 1 and 2.Nearly every object that can be picked up lives in the briefcase as a 3D model, not a scribble of text on a list. If you made a thief game right now it would look more closely to how Thief 4 looked graphic and enginewise.
GLOOMWOOD ENGINE FULL
Comparing this to making mario on UE4 look like the original is an extremely bad example (thought yeah screw that multibillion dollar corporation who actually dares to pump such asset flips to this day for full price especially while games like this are being made with far less resources and still manage to be far better than whatever AAAs do today) Same difference, the point I'm trying to make is the reason why thief 1 and 2 were made to look that way, wasn't because they wanted them to, it was because they were the best engines they had at the time.
GLOOMWOOD ENGINE PC
Simple upscaling would likely totally destroy it's atmosphere, but guess what, this is PC where you have all the tools to do that yourself if higher pixel counts make you enjoy games more. It should be obvious why it's like this, it's made by one guy, you can't expect him to make a cutting edge AAA game all by himself and it doesn't matter anyways bc it in no negative way does it look like games from the 90s. How does this game look like Goldeneye exactly though? Maybe Thief, just optimized to look nice on a big modern monitor despite it's art style. It would be like if you made a mario game in unreal engine 4 and kept it looking the same way it looked on the nintendo. Originally posted by Tactrix:If it uses the modern version of unity then not up-scaling it is just laziness. Comparing this to making mario on UE4 look like the original is an extremely bad example (thought yeah screw that multibillion dollar corporation who actually dares to pump such asset flips to this day for full price especially while games like this are being made with far less resources and still manage to be far better than whatever AAAs do today) Originally posted by tyl0413:It uses a modern version of Unity, the only thing you could possibly complain about is that it "looks outdated", so if that's not the problem what is? If it uses the modern version of unity then not up-scaling it is just laziness.
