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  3. KungFuSquirrel

Posts by KungFuSquirrel

  • Gears of War release date announced

    • KungFuSquirrel
    • August 4, 2006 at 2:25 PM

    Ha, I was about to make that same 3-quote post.

    A lot of people aren't going to buy a console for one game, but by the time Gears ships and the 360 has about a year under it, I could see a lot of people looking for enough games to warrant the system purchase being nudged under the edge by this sort of game. And can't forget that either 360 + 3-4 games will run you about the same as a comparative model PS3 without anything to play.

  • Seeking Level designers

    • KungFuSquirrel
    • August 2, 2006 at 5:22 PM

    I think the question was more about the finicky issue of work visas

  • No more E3?

    • KungFuSquirrel
    • July 31, 2006 at 12:10 AM

    Yeah, because no other press events or game announcement presentations or publisher events or anything else require any amount of effort to put together.

  • Snakes on a Plane music video

    • KungFuSquirrel
    • July 30, 2006 at 5:05 PM
    Quote from RD

    Is it the blonde chick?

    The only chick.

  • Snakes on a Plane music video

    • KungFuSquirrel
    • July 30, 2006 at 5:13 AM

    Side project band of Midtown's lead singer joins with members of The Academy Is, Gym Class Heroes, and The Sounds... Ridiculousness ensues.

    http://www.youtube.com/watch?v=zJhuwihy7FE

    This is going to be the best movie ever.

  • [D3 SP] Lost Facility

    • KungFuSquirrel
    • July 29, 2006 at 11:37 AM

    Awesome shots, especially the new ones - you really nailed the feel in the shots with the fun bleeding growths.

  • MapCore Job Census

    • KungFuSquirrel
    • July 29, 2006 at 11:35 AM

    Dude. Ravensoft is the domain name. Two words. Raven. Software. Or just "Raven."

  • MapCore Job Census

    • KungFuSquirrel
    • July 29, 2006 at 3:36 AM

    Teh bird.

  • Have we really got that far?

    • KungFuSquirrel
    • July 26, 2006 at 1:54 AM

    that's the one that just teleports you from the bottom to the top, right?

    One important note regarding the comment about quake having portals - a trigger volume that places your player origin at a pre-defined point is one thing, the visual bit of seeing where you're headed and making a seamless transition is another entirely.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 24, 2006 at 5:42 PM

    Also, Omaha? Madness! No one was from Nebraska when I still lived there.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 24, 2006 at 1:58 PM
    Quote from Freakman

    Yes, every cell has it's own gravity. If you deactivate the forcefield, the gravity switches to the normal direction.

    Nice... have you considered leaving the force field out entirely and just having the cell's gravity alone be enough to keep them in? I just imagined the image of a couple Hunters dragging some guy over, then tossing him in, trapping him on the floor 'below.' Not that you could manage that without some custom animation... but still. Seems like it'd be a cool sort of arrogant touch by the captors.

    Very cool regardless. Looking forward to it!

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 24, 2006 at 3:34 AM

    So... are those cells their own gravity zone? It looks like it from the positioning of the guy in the second shot, but I can't really tell. If so, nice touch! if not... well, it would be a nice touch

  • Warning Signs. What would it take for you to know?

    • KungFuSquirrel
    • July 23, 2006 at 6:23 PM

    I hope to god I never have to work in an environment that big. :-\

    I don't see how that can stay profitable, either. I mean, if you've got everyone working at $30k per year out of those 400, that's an instant $12 million budget for a 1-year title. That's probably a low-end estimate when you start figuring in varying experience levels, leads, producers (all of whom you have to have a shitload of to manage that many people). Not counting any technology licensing (if applicable), marketing, distribution, shelf space, platform fees, etc. etc. And hell, wasn't SC3 technically a 2 year project with another team filling in Pandora Tomorrow in the middle? So you could double that low estimate in that case. Isn't there a point where fewer people for a little more time actually costs less and leaves you more likely to ship a product that'll let you make the next one?

    Hell, id managed Doom3 pretty well with a 25-30 man team. Sure the game wasn't that great (well, ok, a chore in punishment at best), but that could have been remedied with a few simple decisions; their content was fantastic. They probably won't have much more than that on their next project. My understanding is Gears of War hasn't topped 45 people, with a core team of ~25. Isn't Epic at something like 75 people right now, split between Gears and 2K7? Lot of those guys are core engine team, too. Valve is probably a little bigger than the ~90 of yore, but splits across multiple projects and after the initial investment into HL2 is turning out content and profits like mad.

    I still don't believe that the days of jack-of-all trades is over, either. Unreal's current pipeline lets anyone do just about anything. D3 may be crude, but id has done a great job of leaving ridiculous amounts of the game exposed either in script or def files to anyone who takes a little time to learn it. Gameplay prototyping in either engine can be done so quickly between speedy roughed out layouts (either by just going to town with subtraction volumes in unreal or just playing to radiant's strength of ridiculously speedy geometry building) that you could easily have functional levels built before a single asset is even started. Why not split some of that time afterward building what you need if you can? Top artists shouldn't be wasting their time on building structural detail that doesn't need top artist talent. A designer with intermediate modeling ability could easily piece together girders, chimneys, sidewalks, roads, etc. that meet their exact specifications while the core art team moves forward with characters, weapons, key set pieces, etc. The more that can run parallel, the faster you can get your game done - and the fewer people it takes to run things parallel, the less it's going to cost.

    Big budget movies are being axed right now because even a successful one can't even be guaranteed to make its money back anymore. For as much as people in games like to emulate that field, that's probably not a good omen of things to come. There's got to be hope for a games industry built around smaller teams and cheaper games.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 23, 2006 at 1:24 AM
    Quote from m4d1n

    awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside?

    There will be somewhere; still deciding if I want a hallway leading to this point or just a portal + drop. I'm thinking a good spot for the rocket launcher-esque gun, where you can only get to it by a certain portal or jumping/dropping from the wallwalk above.

    Quote from dissonance

    patch... as in what Silo uses for modeling?

    Sort of. Basically just a curved one-sided mesh instead of a traditional 6-sided brush. Gives you verts at the corners and control points in between to control the curveature/bendiness. Automatically subdivides as needed, with manual subdivision available, and functions as if in a model smoothing group. Quite handy!

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 22, 2006 at 8:41 PM

    Fiddling with a Prey DM map... just one geometry piece, but I just wanted to share my love of patch meshes:

    [Blocked Image: http://www.button-masher.net/images/wip/prey_dmkfs01_001.jpg]

    [Blocked Image: http://www.button-masher.net/images/wip/prey_dmkfs01_002.jpg]

  • Cloning Clyde

    • KungFuSquirrel
    • July 21, 2006 at 12:33 AM

    If exit is like this, I'm definitely going to get around to picking that up

  • Cloning Clyde

    • KungFuSquirrel
    • July 20, 2006 at 2:32 PM

    Anyone play this yet? Downloaded it last night and went through the training; absolutely love it! Kooky little 2d (but 3d) puzzle platformer. It involves multiple forms of chickens.

    http://www.xbox.com/en-US/games/c/cloni ... efault.htm

  • Best. Game. Ever.

    • KungFuSquirrel
    • July 20, 2006 at 1:33 AM

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  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • July 18, 2006 at 10:14 PM

    is there some story here that those of us who don't frequent said site are missing...?

  • Video of Valve's Portal

    • KungFuSquirrel
    • July 18, 2006 at 9:14 PM

    to be fair, it might have been inspired by the old version of Prey from the 90s, but these guys seemed to have had a functional prototype of this sort of thing before the resurrected version was announced.

    looks really crazy. My brain is melting already.

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