the twitter account is legit but it doesn't say when it comes..
is the game that bad without tesselation?
did you guys know that crysis isn't just a tech demo? right..?
the twitter account is legit but it doesn't say when it comes..
is the game that bad without tesselation?
did you guys know that crysis isn't just a tech demo? right..?
mhmm, delicious tears.
on the subject of budget:
it only makes things easier if the structure is there to support it correctly. look at all the indie devs who fail and fold even with backing and money to support themselves full-time. money doesn't instantly remove all worries, in fact it very often adds more, increasing the stress and removing that much needed creativity, leading to burnout and eventual hostility.
sure, some developers make it, but for every 1 that hits it big time and succeeds there's 20 that don't.
i think if you guys were the type of people who could utilise a budget correctly you would also be the type of people who would realise that rebuilding an enormous project like half-life, and performing a graphical overhaul at the same time, is an utterly enormous undertaking. single player games on that scale, with that engine, are not something you walk into lightly, and the mock-proffesionalism that has been shown is an indication that you have latched onto the wrong part of the industry business model. an outward appearance of proffesionalism is no match for having an internal system that works for your team and your game, and the right developers in the right positions.
my point is that a budget would simply add to your problems, not alieviate them. perhaps if you had started the project with a backer, and had hired the right people in the right areas, and had a good business model from the start then perhaps a budget would work for you. but it's irrelvant right now because simply injecting money into this project would almost certainly destroy it.
we didn't personally sculpt them, no
well i sure killed that thread ![]()
you're too used to unreal, mino ![]()
day 0 buy
let me pre-order this right now, you fuckers
@ warby
interesting commentary and i agree with some of the points (i actually enjoy a long game if done right, most games cannot manage this and i lose interest, this does not mean it can't be done. see: STALKER for a game done right).
the main problem is that i am guessing you have not played homefront.
because homefront is a strange game, and by strange i mean bad.
the campaign, you can check my steam account, i have played 2 hours and i am on the final mission.
i payed 50 euros for this and got 2 hours out of it. i don't really find myself drawn to the multiplayer.
after playing the single player i can give you a rundown of what to expect:
- hugely scripted, you follow AI around waiting for them to open doors for you
- gameplay is so heavily inspired by Call of Duty that it's practically copyright infringement
- inspired by CoD, but lacks the polish of the CoD games (so you'd think instead of trying to copy another game, play to your strengths and make somethign good within it's own right.. however I can imagine publishers stepping in and deciding that what the world needs is another CoD game)
- glaring absurdities in the gameplay. i geniunely encourage you to watch this video:
then check out the "stealth", it is so incredibly forced, it's like a revisitation of the old school rail shooters of the past. when you're actually in the level it feels even more ludicrous and forced. and it's a shame because i am sure on paper it seemed like a great mission, the sniping was great but the rifle you use is LOUD, and i mean god damn how can nobody hear this fucking thing?
- there's some super fun moments like the sniping from the church tower and the helicopter level (even if they have some quirks), but these are drowned out by the bad elements. the AI is truly just designed to "be spawned", "run to a given position", and then "pop up and down out of cover" or if no crouchable cover exists then "stand still and shoot at the player until player or AI is dead". the levels have to be built around this, and to be fair they do a good job of working with it.
- there are moments where you just have the same scripted moment cycle over and over until it's deemed you have killed enough enemies to progress (ie: the AI open a door for you).
- and enemies just keep spawning, running to a cover point or vault point and getting mowed down until i had exhausted the numbers on the spawner.
- the single player has obviously been rushed, i noticed in one of the first tunnels you enter, that i could see out of a huge seam in between two meshes right out into the world. ok this shit happens, i get it, but it is an indication of a tight schedule or a shitload of changes going on to the design, which is going to hurt the quality of both art and the gameplay.
- they forced a lot of cliche and shallow story telling and character development into the game, and it feels so forced i didn't even care what i was doing or why i was doing it.
so, in short: fuck this game for charging me 25 bucks an hour.
and sorry to anyone i offended from the dev team but god damn i'd love to hear some gossip about the development.
[Blocked Image: http://i.imgur.com/eZbf8.jpg]
TAKE MY MONEY
wow that's beautiful.. indie developing done right it seems
looks fantastic, so good to finally have some new kinds of games looming up on the horizon.
that's way too long to wait for this..
the lighting on the characters was awful but i love games like this. a good action adventure. please, more of this and less copy/paste marketing sucklers.
i meant to say the freeway is not working, my bad. but from your reference you can see the enormous scale of everything. i don't think a canal _or_ a main road is a bad idea, just combining them in such a small space makes it feel wrong.
i'm sure it wouldn't take much to just widen the map along the middle.