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Hipshot

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Everything posted by Hipshot

  1. Haven't posted in a while now, but this is the current progress (kinda) of serious sam. I think YT is messing up some videos if they are too fast or w/e, cause it's not this shaky when I watch the raw footage, anyway. Here's some stills too =)
  2. Hipshot

    Project Cars

    RUF
  3. Hipshot

    Project Cars

    I can't buy this seeing how there's no Porsche in the game.
  4. Cause with numbers like that, it's easier to speculate if there's gonna be a sequel, or if the series will be rebooted once again in 6 years. Ok, so there was an expansion just released, that probably means it went well enough!
  5. So, using the steamspy, we can calculate that the game have sold for about 30M USD, with valves fee, that gives Zenimax around 20M on the sales.
  6. Im not asking cause I don't want the game. I'm just askin =) So, have it been on sale yet and is it a steamworks only game? =)
  7. Is this a steam works game (if I buy it anywhere else, does it register through steam)? Have it ever been on sale yet?
  8. Funny guy!
  9. I just wanted to add to this thread - no advice at all - just that, CTF is the most fun game mode, when played with two equal teams. Especially in Quake, Unreal, Team Fortress and Tribes.
  10. Valve will bring this back, I can only think this was canceled because there wasn't enough resources to handle the situation. Valve introduced the idea because they believe in it and Bethesda loves whatever they do, so if this doesn't come out for skyrim again, then for Justice Scepter - that's my name for the new Elder Scrolls - you read it here first (or whatever they will call it).
  11. Hipshot

    GTA V

    There's actually a few things I already liked better with GTA4 and older 3d-gtas The cars are too strong in this game, they never gets destroyed from impacts, at least not comparable to the older games and now I'm not even counting upgrading the armor level. Cops are way stupid, easily avoidable and it takes too much time to raise the star-level The scope on the rifles are actually worse than no scope (in TPS) - it's just in the way, makes the weapon larger Ironsight/Scope are worse than hipshooting (in FPS) - cause the white/red dot disappears. The way you get and find missions takes too much time and it's annoying to have to replay some missions and heists over and over again cause different people host.
  12. I'm really glad that you are still working on this bram and I'm looking forward to a future release =) In all these pics, I really dig those long shaped orange lamps, I probably need to replica (i.e. steal) them somewhere sometime.
  13. Not to split the thread but, what about all the AAA games being developed using pirated software? Believe me, there are tons of em.
  14. I'm also in a state where I'm not sure this is good or bad. And like you I think that adding money into this will spawn tons of "pro" mods/modders that will hog the mod sections - after a while, valve will add support to mod the mods. Thinking more about it, I'm probably on the bad side, at least for now =)
  15. Everyone, hold your horses, this is the biggest thing that happened to this thread since this thread. Ok, so this is awesome and I'm really proud, scroll down to the second screenshot there: http://www.quakelive.com/forum/showthread.php?40500-QUAKE-LIVE-Update-23-April-21-2015 Now, look at this: Those are some fancy smancy low poly keys and they are now in an official game =) The red key, master key is my own design and I'm glad it's in the game, even though not used in a map yet. These are the keys, but with more high res textures, same poly count. They look kinda bad with those textures, they look better with the low quality version, but it's to show the design.
  16. It's nice now, we are actually 5 people cramped in a very small office. 2 Art 2 Level 1 Code. We hired two interns so. The added artist Victor (new guy) is actually a lot of help and now we can have Christian work more on characters and animation and Victor on environment art. I try to help out with art where I can, but I don't really need to do that as much any more, which is good, now I can focus more on design things. Art is being produced very fast at the moment, but it lags from code with implementation of features, but that's obvious, a lot of things right now are non-gameplay related engine issues. For me and Erik (other new guy), levels are very dependent on code, so we can really only produce layouts and artpass, not do any scripting, open doors etc =) It doesn't matter that much right now though, I know Myran will eventually come to add all features we need in time for the big level crunch =) Talos Principle? Yea, we are allowed to use that stuff, since it was supposed to be a Serious Sam puzzle-feature anyway, but they branched it off as it's own game. As heard in the Talos dev video about SS4. The idea came up one day, cause we were talking about adding a "lobby game" that you can troll around in when chatting before playing and then we thought about the tetris puzzle from talos and then since we have a reserved slot for "items" in game like the land mine, why not see if we can use the jammer to shut off turrets and jam laser doors, just like in Talos =)
  17. Random art.
  18. I was disappointed the first time I saw this and I still am. Where's the singleplayer - where's the coop?
  19. From a perspective, from someone having their own company and are now dealing with interns and employees too. If I had an intern that I really liked, I would be more than grateful if they would come back for a second term if they needed it. Eden probably likes you and think you can deliver what can be expected - what more can you ask for. Travel the world, seeking new experiences? You can do that later on, like dux said, it's a no brainer and if it's for 4 months only, that's like no time. That "safe circle" - that's where you wanna be right now in your career.
  20. This looks interesting! When will we be able to test it?
  21. Worst thing for me is that I see godus and I really want that to be a new fully working populus. Can someone PM me when it is?
  22. You probably seen that shitty weapon before =)
  23. One told me that it was not written in a very unserious matter to actually be taken seriously. Like I just wrote a second person - to be honest, this is what it is, I'm not looking for anyone that wants to work at Blizzard or Rockstar - I want the "second best" guy, it's so god damn easy to BUILD this, but I need someone that can actually design an idea to fit into the story well, come up with his/her own ideas, but not be to strange. Well, we kinda need someone "soon" =/
  24. Important before anyone reads, this position is an internship position and probably only extends to people already living in Stockholm, Sweden and attends some gaming school or whatever. Anyway, we are looking to add another level designer to crackshell, become the 4th person in the team. We are already a programer, level designer (me) and an artist. The position is to create levels for Serious Sam's Bogus Detour and the level design is top down, these two (1 2) levels are from our previous game Hammerwatch, but the level design build process and such are similar, place premade pixel art props and script the hell out of it visually - easy peacy. There are no requirements to get this position, no need to have worked with this before or so, but here are a few things that's good (as in REALLY REALLY) to know and understand. * Pretty much needs to consider gaming in the 90's to be superior to anything released since like 2001 * Have built any level for the Quakes, Hexen, Doom, Daikatana or Kingpin is a huge plus * Tribes is one of the best game series ever made * CTF is the best game mode ever * Never ask why the programmer thought it was a good idea to name the editor hammer like valve did * Basement development is how it should be done * People who thinks the input on a smartphone is anything near ok should look elsewhere * Designed levels are always better than random levels * Crackshell is a bit like how it was in highschool, a lot of random noise and shit * 1 Milestone - the game is done * A level is finished when the game is * TFC>>>>>>>>>>>>>TF2 * Being able to recite the NYPD miranda warning * Although we work regular hours or even a bit less now sometimes, non payed overtime will eventually happen. Love it or leave it * We play games, atm me and Chris (artist) plays QL for 30-60 min each day before lunch then we all play RUSE after work, 3v3 or 4v4 * If you have a funny name you will hear about it, if you have a regular name, you will hear about that too * I personally drink a lot of beer in the weeks and I have issues with that * We have our own engine and our coder knows how to do everything* I've tried, with these few points to describe a bit how the company works - as I see it and what a level designer should be ready for. This is serious business. Another good thing to know, Hammerwatch have sold about 760k units, that means that we have a small stack of cash around, so if the level designer works out as an intern, it will most likely be hired on a project basis, but if Serious Sam don't sell enough, we might not be able to have people hired any more and needs to scale down when we make Hammerwatch 2 - honest truth being an indie game dev that is not mojang The goal for the company is this Serious Sam -> Hammerwatch 2 -> Low poly RPG FPS. /Hipshot Send me a PM or add me on steam. *Except change that name
  25. CTF is the best game mode castle.
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