very slowly getting this building finished. i think i'm on about 75,000 faces now.
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very slowly getting this building finished. i think i'm on about 75,000 faces now.
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Curse of the Volcan, a text adventure on the C64. I spent so much time in that game, but I never got further than about 4 screens.
The first game I remember being my favourite was Impossible Mission, also on the C64
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i've done more work on my imperial boy scene. it's a non-playable scene, and i don't know if i'll ever texture it because i can't do hand-painted textures, but eventually i plan on importing it to UE3.
click for enormous images:
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i'm making the top image here, but using everything as a reference for detailing:
this is taking too long. i decided to just get this map done so i totally finished the temple village in two days. i'm going to try and get the whole campaign finished as soon as i can so i can release this after about 4+ years.
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Quote from csyverI liked this game, but am I the only one that was annoyed by the enemies and their bullet sponge tendencies? As a result I played the game on easy, causing it to be...well, too easy. It would be nice if difficulty meant smarter AI and not just more hit points. It ultimately was a choice between the game being either tedious and frustrating or too easy. I also found it interesting how a game that becomes more believable, by good storytelling, is also more vulnerable to some of the dissonance it creates. The conventions (?) are harder to swallow when the game becomes more believable. Which might mean that this kind of game design is the wrong vehicle for the kind of narrative uncharted tries to deliver.
The enemies are actually easier to kill on harder difficulties, the only problem is that you are too. It's a lot more fun on Crushing mode, if you don't mind being killed a lot, and most enemies will die from a couple of shots instead of a couple of magazines.
Quote":7jchbjgk]
+1000 cars!
modelled by 12 people (seriously).
technically, only the premium cars were modelled new for GT5, the rest were ported from GTPSP, but that's still 220 new cars. turn10 contract out most of their work and PD really need to do the same because you can't have a dozen people making every single car in a game about cars and expect to release it in under 5 years.
i love the game so far though, especially with a wheel. it is basically GT4HD, but I don't see how that's a bad thing and basically everything has been improved in some way. the only thing i don't like is grinding for credits/xp, and the lack of an e30 m3.
i started on another building for the scene i posted a while back, this time a train station.
click for enormous version
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i think the rain in GT5 is realistic. in F12010 it's raining on the camera, and you don't get reflections on the ground unless there's loads of standing water or it's dark, which GT5 does.
i'm disappointed in the track list (i'd swap any of the tracks in GT5 for midfield and spa) and that so many iconic cars are missing (e30 m3 especially), but i'd still have spent £150 even if it was GT4 with new physics and graphics because that game was basically perfect.
Not in any order because it would probably change every time I wrote the list:
Memento
Jacob's Ladder
Brazil
Audition
Total Recall
Predator
Terminator 2
Moon
Oldboy
Grave of the Fireflies
Quote from Senturarec 2 is out, i'd check that out.
it's nowhere near as good as the first one. it's still worth watching but all the characters are so stupid and i didn't really like the story much.
besides REC1 and everything else already mentioned, i'd say Kairo (aka pulse) and Noroi (aka the Curse). Antichrist is also meant to be extremely disturbing but i haven't got round to watching it yet.
i'm working on my environment modelling skills in max. i want to try and make a non-playable scene based on this artwork by imperial boy, so far i've got this:
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€2.49 for the option of wearing no hat at all
which is actually one of only 2 hats i've ever found in the game without crafting.
still going, i decided to add a whole new section before the temple like the real life place it's based on, which means lots of new props and textures. i think the lighting looks ok in the temple parts but in this area it just looks off somehow, so it might still change. some of the floors do have spec maps now, but building cubemaps in l4d is too tedious so they're not showing.
i also learned a trick from RDR to add some more detail to the roofs.
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Quote from csyverWhat kind of world is this set in? Is Ico, SOTC and Guardian set in the same world? The environments look very similar. And isn't the last guardian essentially Ico with a chimaera instead of a girl? I haven't played any of these games yet, so I have absolutely no idea about this. Looking forward to the HD remake, I've heard nothing but praise for these games since they were released.
Ico is descended from Wander (Sotc's protagonist) by maybe a few centuries, so they are set in the same world, but they're completely separate apart from that.
i bought this for GT5
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and this because i saw a gif that looked amusing
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still trying to find some good light settings. it's meant to be early morning (5/6am) during a storm. made it darker so i could do something more interesting with the lanterns, but the next map is full daylight (the brown one) so it needs to transition properly.
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i think the lowest part of the leg is too big. in humans that would be the foot (hooves are the toes), so they should be mostly bone and a lot thinner. i have this model which has a similar lower body, or you could use horses as a reference.
i didn't exist for 14,000,000,000 years before i was born, being dead will be just the same so i don't care, dying is the only thing anyone should have to worry about. the one thing that does depress me is knowing all the things i'd miss in the future like technology and space travel.
also, technically reincarnation does happen. there are only so many carbon, oxygen, hydrogen etc atoms on earth, so everybody probably shares some atoms with dinosaurs, kings, molluscs, basically any species that ever lived. long after i'm gone, parts of me will be in species, stars and maybe even planets that don't even exist yet, which is enough to make me not worry about what happens when i am dead.
i decided to learn UDK because i've only ever used Q3-based editors. just making a simple scene set in a post-apocalypse indian ship-breaking yard turned into a little community, sort of similar to waterworld. still don't know how to do spec maps properly though so it looks a bit weird.