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arhurt

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Everything posted by arhurt

  1. Furyo I miss those days, I was completely clueless about the industry by large! And 3Dnj, I'm glad that my work had inspired you way back then. I can say that the roles have now been reversed! Just yesterday I was wandering around Museum on CS and showing it to the other guys here at work as reference! Thanks for the cookies, Kinky! Thanks guys, I'm happy to be part of this industry and I can't wait to have you try out our game in (hopefully) a few days.
  2. Hi guys! I don't have exceptionally awesome artwork to display, but I'm very proud of the work I have done so far. If you have the time, please take a look at my current portfolio and let me know of ways I could improve it. I'm not looking for anything at the moment. As soon as I have some time I'll try to finish a couple articles about the levels of Ballistic and some other interesting features of the game and post it up, but for the moment, this is what I have to show. http://www.arthurbobany.com/ Thanks for your time! Mapcore rules and I tie a lot of my achievements so far to lurking about the place!
  3. I'm always excited about turn-based strategy, but I agree that the animations need to be much faster. One thing I love about Advance tactis, for example, is how fast you can breeze by a turn if you know exactly what you want done.
  4. I was thinking more of a laid-back thing that you can respond every 2-3 days. Of course we'd keep in touch to know if others are willing to play synchronically for a few hours but I was thinking more of a longer term, less intense experience.
  5. There is a great site (multiplayerrobot.com) that helps host simple PBEM type civ games where you have a turn time limit. If you don't take your turn in a day the AI will play that turn for you. Then you will have another day to take your next turn when it comes up. This makes it really easy to just play a turn every week or few days whenever your turn is available. And I find Civ a lot more fun with real people that you can deal with instead of just the AIs. So if anyone is interested in joining the game just send me a message or reply here and I will give you a link to join the game. Each link can only be used once, so I will generate a new link for each person that wants to play. I hope we can get at least 6-8 people to join. I plan to start the game next weekend, but could delay if we don't get enough players. I'd prefer if we all had gods & kings expansion.
  6. arhurt

    Oculus Rift

    Seriously though, he must be able to configure the sensitivity of the pad so he wouldn't need to run so much to cover so little distance.
  7. arhurt

    Oculus Rift

    "I'm tiring guys, can I play sniper for a minute to catch my breath?"
  8. I have, however, grown to not like asynchronous MP as much... I don`t know... I have so many epic Hero Academy games unfinished that I cringe every time I launch it.
  9. I had seen one of his videos before and it had made me giggle indeed. I'm happy to know that he's doing fine, ain't that what we all want?
  10. Hi! To create meshes you must use a 3D modelling package. Most people will use either 3Dmax or Maya for that. Textures can be manipulated and created in Adobe Photoshop. You can find a lot of good tutorials for beginners in UDK here.
  11. And drinking jagermeister! I envy the lot of you! Cool picture guys!
  12. arhurt

    Oculus Rift

    I hope they can overcome the low resolution issue. I read on the Valve wiki that you need the most framerates (60+) for the best experience, since lower framerates would severely increase input lag and induce motion sickness. The resolution problem also adds all kinds of development issues. I can`t even begin to imagine all the work that would be required to redo the Ballistic interfaces so that it would be readeable under the Oculus. I think that when the guy looks down to rocket-jump on this video you can see that the in-game effect was not as pronounced because of the quick untracked movement. They must have some sort of smoothing algorithimworking on that
  13. And the first trailer of the US release is out today: To boot, there is also first impressions/preview at Destructoid: http://www.destructo...ic-250725.phtml I can't wait until you guys can see the final version of the game. There are a bunch of new features that we are finishing up for the US beta that will really change it all for the better. You can sign-up for the beta right now: https://www.rumblegames.com/ballistic
  14. Yeah Black Mesa is relevant enough to deserve its own section IMHO. And congrats on your great work man!
  15. Finally had a chance to play Brutal Legend. As usual, the story, setting and art are really the high selling points of the game. It's a fantastical world that Double Fine created and I enjoyed every little bit of it. As far as the gameplay goes, I think it could have a better polishing. The mix of strategy, hack-and-slash, vehicle sequences and world exploration was very hard to pull off, and ended up with an ultimately bad balanced game. Some missions and gameplay sequences are a breeze (the races, vehicle pursuit sequences, the side-missions where you are atop a tower or the mortar missions) are all extremelly easy and require almost no skill to be completed. The hack-and-slash bosses and sequences (the spider dungeon, the beginning of the game and the boss fights) are the best balanced of them all, although the lack of depth to the gameplay really hurts. The strategy missions, being the core central gameplay mechanic of the game, are wildly unbalanced. On the sneak attacks where you get a fixed set of troops and enemies to fight with the difficulty is simply wild, either becoming almost a no-brainer or these puzzle-like engagements where everything must happen according to the plan. The stage vs stage attacks on the other hand have to be played in the exact same manner of building up a huge force and bulldozing over your opponent. It becomes extremelly hard to come back if you lose a few units and resources in the start of the match, as the enemy has really nothing from stopping it of simply running over to your base and killing everything that spawns in seconds (including you). Overall it was a good game and I had a great time with it. Such a shame it could have been glorious with a couple more months of polish. But that's talking out of my ass.
  16. Finished it as well. My impressions match the overall feedback so I wont go into length in them. I'm just amazed at how well the companion mechanics of Elizabeth are designed. She is always interacting with the environment, pointing out items and whatnot. Giving you ammo, health and tonics if you run out as well as gasping in horror every time you make a gory melee execution. And you don't have to take care of her health. That was a blessing!
  17. Official info finally coming out: http://www.gamesindustry.biz/articles/2013-01-29-rumbles-fps-shooting-for-USD100-million-per-month-market?utm_source=newsletter&utm_medium=email&utm_campaign=european-daily
  18. My balls are actually augmented now. I got myself a prosthetic ball. It's a great conversation starter.
  19. Hey man, don`t assume the worst. In any case, I only had to remove the entirety of the testicle because it was way too advanced once I noticed it. My objective by telling my tale was to bring a little awareness to you all, so even if you had the same thing I did you`ll most likely get away with your balls intact And my last test results also came clean. I'm back in the saddle baby!
  20. Thanks a lot guys! It really means a lot to hear your early compliments, and I hope that sometime soon you'll all be able to take a look in-game! We`ve opened the servers a few times the last couple days to stress test it, and we are confident that we`ll have a smooth beta experience. The guys are making tweaks to ours servers and I hope to have some more media for your appreciation soon. Many thanks once more! I can`t wait to flood your facebook walls with multi-kills!
  21. arhurt

    Brutal Doom

    Jaw dropped in a bloddy explosive mess as my eyeballs exploded in their sockets.
  22. I'm now trying to make people at the studio stop playing GW2 to play NS2!
  23. Bumping this thread with some cool images from the development of the game pulled out from my friend's Ed blog. Some of the boards from the high design of the game's structure: Board with some of the flight control schemes we planned: Some more board pictures. We actually do some documenting just like this, draw stuff up on the board, discuss, then take a picture and upload it to the wiki. Some early documentation, now detailing some finer mechanics of the game: We received a lot of models from Dreamworks and Cartoon Network, but mostly where character models or the Dragons themselves. The environments where not only created here from movie stills but some where entirely drawn up from scratch: The interface was a very troublesome process to get to where we wanted to. We had to go back and forth a dozen of times until we where happy with it, and it ended up being one of the most engaging elements of the game, after the environments: Environment concepts and process: An early gameplay prototype: Some of the environment basemeshes:
  24. Update: Ballistic is live on the US and has had a major makeover! Check it out at https://apps.facebook.com/ballistic-game/ Hi everyone! It`s been nearly three years since I left Ubisoft to join Aquiris, and since then we`ve been hard at work. We`ve been through a long road and it`s great to finally have something concrete to show. I'd like to share with you some screenshots and footage of our upcoming game: Ballistic. It's a FPS that will run natively on the facebook canvas using Unity. Here is a video of our beta build: http://www.youtube.com/watch?v=klKqWeYuBhk&feature=share We expect to give a new meaning to games running on the facebook canvas with premium graphics and great performance on a great game experience with easy accessibility and without the need of a large download and complex installs. The game is being developed by Aquiris here in Brazil and published by Rumble games. Release is expected Q1 2013. In the current build you can level up and earn credits to purchase guns and enhancements such as extra loadouts. You earn career points that you spend on a straightforward skill tree that allows you to do cool stuff such as use an SMG for a secondary weapon or do silent kills with your knife. We currently are going to have a closed beta, unfortunately for most of you it will be restricted to Brazil only. Here is the sign-up website if you are interested: http://www.ballistic.com/ but the game should be released worldwide for free somewhere at the start of next year. It is entirely streamed and we use procedural textures for most of our environments as well as having all textures compressed with Allegorithmic's Substance designer. If you are interested in some of the process for our substance creation you can watch our presentation from Unite. The Ballistic presentation starts at 35:30 onwards after our Riders of Berk presentation. It was still called Quantum Conflict back then. There is still a long road ahead of us towards launch, but we are very proud of what we have acomplished =)
  25. Crap hahaha sorry guys I was so caught up with work that I didn't have time to come back to this. Will fix it. Here's the proper link: https://apps.facebook.com/messageinabottleubw/home/share/188
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