Damn it, I'm glad your families are ok guys, really fucked up shit.
The death toll at the camp is astonishing... we had a gunman shot some schoolkids here in Brazil a couple months ago in Rio. What the fuck goes on these peoples heads?
Damn it, I'm glad your families are ok guys, really fucked up shit.
The death toll at the camp is astonishing... we had a gunman shot some schoolkids here in Brazil a couple months ago in Rio. What the fuck goes on these peoples heads?
Add me and invite, I played it a lot here at the studio but now we are on a TF2 mood. I want to see what they have done in Cold Stream and Dead Air when it comes out though.
SteamID is same as everywhere alse: Arhurt
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Hi everyone.
Map has been updated to b6 now. Download link
Changes include:
- Trains will sweep over the CP from time to time (if you are lucky, the very middle is safe)
- Better lightning
- Better clips to avoid getting stuck on geometry (still missed a few places)
- Better pick-ups distribution
- Blocked off most of the pits
Know issues:
- Bot navigation is still early wip
Thanks for all the feedback. Please let me know what you guys think ![]()
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I was wondering how you had gotten source to render those layouts =P
Have been finishing this one up over the weekend, just a couple more tweaks and tests before I call it done.
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Can I pay you in TF2 hats? :santahurg:
Played a game made by a buddy of mine here at work:
lock this thread for 12 hours? ![]()
The sobbing from the girls in that video where hideously annoying and repetitive... level was too dark as well, what the heck...
gladly skipping this one.
Being a big daddy is not for pussies!
Yeah I felt the character from the first game was way more resilient to damage, especially considering my expectations of being an indestructible titan.
Ahhh.. yes indeed. Funny difference in how I reacted to Bioshock 2. It's not that I didn't feel vulnerable. I was expecting to be able to completely own Splicers and just walk around splattering the walls with their blood, but found out that Alpha is a wimpy paper ragdoll that somehow feels more fragile than the character in the first one.
Bioshock 2 is definately a step up in terms of gameplay fluidity (the ability to use a plasmid-gun combo is amazing) but there's credit to the first game cumbersome method of switching back and forth between plasmids and guns. And thank god they made the hacking more enjoyable... I mean the pipe-mania mini game is fun, but if you want to crack every safe, turret and camera in the game you are in for a treat...
The first game's story is, however, still staple in quality, length and integration. Sure the audio logs are somewhat ridiculous (why does EVERYONE keep an audio diary... and why is it scattered around everywhere), but the way the story unfolds is fantastic.
If you played Bioshock (1 or 2) and exploited every single hack you could, you'd be swimming in ammunition and Eve.
But it surely took a determined mind to play and win through EVERY hacking mini-game in Bioshock 1. ![]()
I usually wait to compile a big list of bugs before I go pester the programmer I'm working with. I know that they need their focus time and if I just asked for a major feature I'll try to leave him to do his thing. Unless it's some no-show bug that is completely preventing me from working on the game.
Same thing goes for the artists. I try to compile a list of bugs or improvements and talk to them every now and then instead of cropping up at their desk at every second. I will usually come to the team with small requests once in the morning and then two times in the afternoon. I also try to never ask for them to do anything after 5:00, since I don't want to come up to you at 15:40 when you are getting ready to finish your work and ask for a new feature for today.
When the management comes up with crazy requests, there's nothing I can do other than try to distill the request in sizable and comprehensible chunks that can be completed one at a time.
It has worked quite well, we manage to keep a good amount of communication with the minimal "pestering" of the people involved. I especially like the new approach to documenting we are using, a modified version of the game design logs proposed by danC. With this I usually log in the requests as I go, then once I have enough of them, I'll go to the person and explain/discuss the issues to come up with the most feasible way to complete the tasks. In the meantime, if they finish whatever they are doing and check the logs, they can come to me for clarification.
Here in Brazil we have the very same laws, problem is, the company will "cheat" and not report these properly, instead enforcing an in-house "hour bank" that never really works in the workers favor. The workers however feel like this is the way it must otherwise the studio will close due to the HR expenses, so we accept to work on these conditions lest not work at all.
However just the other day they installed a new check-in machine that logs your time in the company using a fingerprint reader that is supposedly to make it harder for the company to cheat on their records. I can't imagine what will happen during the heavy crunches when we have to spend late morning hours in the studio and start having to go there and just "check out", come back to hour desks and work for more 6-8 hours...