Kokiri Forest - Update 2
Wednesday, January 29, 2014
It's now been 1 week since I released the demo. The reception has seemed good and positive, for the most part! But there's no "buzz" around it at all which is very disappointing.
My worries about the thunder of my project being stolen seem founded. Numerous times in the past week when I've seen a Kokiri Forest demo mentioned, linked to, or played without direct relation to my Oculus forum thread, it's been about the other project. I even had one redditer say mine was the same after reviewing the other one and giving it a 4/5. Maybe it was because he was drunk, lol. He was trying to compliment it. But saying it's the same after all the work put into it was hard to not see as insulting. (The following has been edited because some found my original statements to be too harsh, despite my best efforts to preface it.) I don't want to be insulting myself, but I have to be honest. The other version had very little effort put into it. I'm not sure how, but some textures were even made worse then they should be if left un-fixed. After playing the 2, anyone should be able to see a clear difference.
Moving on. So what have I been up to on the project? Well, I attempted to provoke some feedback on what to work on with it before my Unity Pro trial is up. But that didn't really produce any results. So I've been working on what I can, and what interests me. There's a ton I would want to do, but figuring out whats best with a looming deadline has been tricky. I've been dabbling in something to get an idea of how smoothly/quickly adding it would go, and moving on a lot.
I've fixed 2 things. The mustache of the Deku tree. I forgot to/didn't know to color it. And I forgot to set the climbable vines to a transparent shader.