I'm still hyped for this ![]()
Posts by 2d-chris
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Quote from tlovemarkDisplay More
Working on this for the production team at our school. Game is a sidescroller made in UDK. Most of the assets have been created by other team members. We've got another week to finish it up.This level is the second stage the player enters. The first half of the level takes place on the forest floor, with the latter half taking the player up to the canopy up top.
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Gonna have the finished version of this up in about a week or so.
Oh looking very nice indeed for a school project

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one of the best tracks of the game for sure
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I loved transformers :embarrassed:
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Then spend a week on lighting and atmosphere!
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DA 1 was a better game so far but I am only 5 hours in, for me ME 1 was a better game too, just don't like constant making games for accessible for everyone stuff. Soon we'll end up with just 1 sub-genre of game and that's a sad day.
At least ME 2 improved on many aspects of the game, I can't say the same for DA2 - so far everything including the art has been of lower standard. The only real connection I feel with the game is the music ... I suppose you can thank the short development cycle for that, In a genre that needs allot of time.
QuoteAnders doesn't even have the same voice actor, and the voice actor now is so boring

I'm also playing RIFT and I have nothing but awesome things to say about that game

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http://www.cgtextures.com/ with no doubt an artists touch up
I think they had a spec map and a normal map on the plaster I remember it looking nice, most world textures didn't have both
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I think the bigger problem with getting the moon look is how lighting interacts when you have surfaces that are bright, needs some kick ass GI

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no it didn't ;P it had forward lighting (several methods) and lightmaps
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super cool. but like rick said the lighting looks a bit odd
it's like the characters are holding a torch under their heads pointing upwards like a horror movie. -
http://www.google.co.uk/images?hl=en&q= ... 40&bih=809
http://www.sydmead.com/v/10/splash/
http://browse.deviantart.com/?qh=§i ... i+interior
enough ref for many lifetimes

and welcome to the core!
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If your the only person working on this stuff it shouldn't make much of a difference what you do, but from my experience I'd get the structure nailed before you go to deep into scripting each section. With all scripting a good rule to follow is try to keep the amount of dependencies down, so your kismet should ideally have only a few inputs/outputs per area.
Of course I have no idea what your doing with stuff like back gates, if each area is only one way it should be a piece of cake

I find the hardest part designing streaming into levels is the visual elements, planning carefully so giant chunks don't go invisible and so that you give plenty of time for everything to actually stream because it's not as fast as you'd think.
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I'd love to see a game in Blade runner style

Although that shiney feel would get old very fast and it's very noisy and hard on the eyes after a while (when your actually playing it not looking at a screenshot) needs variation like the movie had
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Quote
":38fmqwti]
Thats the game designers job. This is the tech guys and art guys doing theirs.
sticking a mirror on the floor won't make it more fun, just more confusing. Every art/tech decision should come back to game play (fun)

Thats why games never look as good as tech demo's, thank god!
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Quote from JetsetlemmingDisplay More
Got around to trying the demo:Runs like shit. 20FPS on "Gamer" when Crysis 1 ran at around 30 on mostly High (some medium) options.
You die really fast, armor or no. Too fast to swing around and respond to somebody shooting you if you can't see them before they open fire.
Felt like there was mouse smoothing going on, because the low FPS made my mouse noticeably laggy.
Was there an extra map in the PC demo? The server I joined was cycling between the rooftop and "Pier 17". Pier 17 sucked, btw. Didn't like it at all. Rooftop was a way better map, though still confusing. Lots of cases where I was frustrated trying to get around obstacles to get to my objective, especially whenever I went inside that office area.
I felt less like a superman and more like a robot man. Like I was playing as robocop. In that Pier 17 map whenever I could hear fighting going on on a different floor than me on the building everyone was unless they were a sniper (in which case they camped across the pier in that building that was as far as I could see completely inaccessible without exposing yourself to the snipers or slowly working from spot to spot in cloak), I sighed and didn't even bother trying to go join it, because the slow, clumsy movement and fast deaths meant that unless people are fighting five feet next to me, I'm not going to be able to join that fight.
Just in general the maps felt too big for the player count. We had 9/10 guys and Pier 17 in particular felt big and empty. Even on the rooftops I never saw more than three people in a firefight at the same time, even around the dropship king of the hill thing.
The LMG was way overpowered compared to everything else. My K/D ratio doubled when I "unlocked" the Gunner.
I'm just gonna go back to Bad Company 2 now....
I guess you're in a bit of a bad mood when playing? but if I had 20 fps I'd be cheesed, it should run considerably faster than crysis 1.
IMO you shouldn't judge a fast paced FPS game beyond the fact it lagged for you, how can you comment on mouse lag, movement and controls if the game isn't even running close to a minimum 30 fps? Of course your going to bump into everything and get owned making the experience no fun at all!
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Looks so awesome!!!
I wonder how it looks on consoles though hmm
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I'd say you could texture that on 2 x 512's ...
1k would be pushing it ;P
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man thats awesome!
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Theres not much if anything I can really crit from those screens shots, they're fantastic!