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will2k

Mapcore Staff
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Everything posted by will2k

  1. There will be many new parkour moves, on top of the ones from the first game. One rumored move will let you jump unto a rope, swing from one building to the other, let go of the rope at the end of the swing, and immediately use your knife mid-air to "stab" a building banner, slicing it from top to bottom, using it as fast way to climb down a building while amortizing your "fall". Hope this makes it into the final game
  2. Couple of screenshots and a new article about experimenting with Ray Tracing and DLSS in Dying Light 2. https://wccftech.com/techlands-pawel-rohleder-on-experimenting-with-ray-tracing-and-nvidia-dlss-in-dying-light-2-dx12-implementation-more/
  3. Hear, hear!
  4. https://twitter.com/DyingLightGame/status/1131927202344439808
  5. I read that in Cave Johnson's voice
  6. New concept art pic It seems Parkour will be very enjoyable with all this verticality (similar to Old Town in Dying Light 1)
  7. Summer is almost here
  8. Newest article on the game https://www.unilad.co.uk/gaming/dying-light-2-will-take-multiple-playthroughs-to-see-everything/
  9. Lighting tweaks While daylight is pretty straightforward (sun light that takes care of most lighting), night light in contrast requires the designer's manual intervention, some tweaking, and playing with a combination of dimmers, omni-directional, spot-shadow, and volume lights; once nailed correctly, it can produce some atmospheric scenes.
  10. Techland did not specify a location when they revealed the game last year at E3; all they said is that it is set in a European city 15 years after the events of Dying Light 1 where now most of the population got wiped out by the virus, and the remaining little, formed settlements and small fortresses like the ones of the middle ages. However, as you noticed yourself from these concept art pics, they took inspiration from several cities across Europe: - Galleria Vittorio Emanuele II in Milano - Brandenburg gate in Berlin - Arc de Triomphe in Paris - Architectural style of houses and streets from Paris, Poland and Czech Republic Here's a new concept art pic showing streets
  11. Some early concept art released by Techland; hope they make it into the final cut
  12. So, your appetite for making custom models and materials is increasing, huh! Is it possible for the rocks and the castle/fortress walls to not have the same beige/brown color palette? I believe having the walls slightly lighter in color would help with the scene composition and visual differentiation. Otherwise, looking good
  13. That ain't Hope County, son! The visuals remind me of a cross between the African savanna in FC2 and the tropical island in FC3, and certainly don't look like the rugged mountains of Montana. Are those custom assets or stock? Looking real nice, keep it up.
  14. will2k

    E3 2019

    I stopped anticipating or caring about E3 (or any game convention for that matter) a long time ago. However, this year is a bit different; for the first time in over a decade I'm "hyped" about 2 games: Dying Light 2 followed by Cyberpunk 2077. Last year, they barely revealed their existence with a small trailer and not much info, and then...radio silence for a year I sure hope we get some juicy bits this year, otherwise, "blue balls" for another year
  15. One open door leads to another, so having a foot at Ubi is a good thing and will lead to exciting things in the near future. I just scrolled back and saw your January post; I was already gone by the time you posted, hence the no reply Regarding the amount of hours, it really varies from day to day, week to week. To give a rounded average, I have clocked around 1500 hrs in the dev tools over 18 months, which makes for 83.33 hrs per month on avg, 2.77 hrs per day on avg (assuming every day work)
  16. Further Dying Light 2 reveal at E3 next month
  17. Growing up in the 80s, these folks, along with Harold Lloyd, Charlie Chaplin, Buster Keaton, The Three Stooges, Louis de Funès, and Tom &Jerry, were my slapstick comedy heroes. It's bittersweet to witness the "backstage" action of these 2 funny guys putting on the brave smiling face in public while hiding a ton of burdens in their actual lives. Recommended for fans of Laurel and Hardy and for everyone looking for insights on their actual lives.
  18. When in trouble, ...Better Call shawn Congratulations buddy J'ai understood ce que tu as said
  19. Grazie mille Flavio; you've been a constant voice of support and cheers along this project. (congrats on becoming a dad; just recapping with what happened during my absence here ) damn, I leave for little over 3 months and you already are with Ubi! Jokes aside, congrats on the position . The gameplay will totally depend on player skill (knowledge of parkour and Dying Light mechanics) and style (explorer or just speed-running thru the main quest) If one will choose to go as quickly as possible thru the quests without any exploration of remote locations, points of interest, scavenging, fighting or random encounters with NPC, then you can finish the campaign in approx 2h 15 min (give or take 10-15 min) If you decide to enjoy the campaign as it is supposed to be played, then you could easily sink 3-4hrs +; it's yours to play as you see fit
  20. Coming soon Whatup folks! I'm back. I've been away for more than 3 months (116 notifications once I logged in now ); real life issues and work always manage to get in the way Nevertheless, I've been working tirelessly towards finishing this campaign that turned out to be huge in scope and consumed every bit of free time I have. I now basically design scripts and quests while sleeping and dreaming too I had a couple of minor setbacks while designing the finale and I had to counter it by... creating my own custom AI specific for the finale. A year and a half ago when I started this project, I knew little about scripting; now I'm creating my own AI presets and scripts as well as more than 870 lines of quests script. I'm working late nights on this and still have to finish the last 10% of this WIP (final art pass, detailing tweaks, FX, sounds, power lines, AI barriers...), and if everything goes well, I should be going public and releasing this campaign somewhere this month. Now for some screenshots to compensate for the lack of updates in the last 3 months
  21. Thanks 2018 flew by pretty quickly and I enjoyed learning the tools and working on this project.
  22. Almost there - possibly the last update before the final release Today marks the 1 year anniversary of this WIP thread; it's been a long road but I loved every minute of it. Major update today as the 3rd and final part of the campaign/map is almost done. I'm now fine tuning the finale (location/scripting/NPCs) as well as one of the side quests. Once everything falls in place, I'll be shifting towards the final detailing/art pass, finalizing the foliage system, nav mesh manual tuning, final lighting tweaks, and gameplay misc optimization (invisible player/NPC barriers, etc...) Stay tuned And finally, a taste of things to come in the finale (without spoilers )
  23. 8 days, 2 consecutive blizzards, snowfall, torrential rain, 95-100 km/h heavy winds, freezing-ass temperatures, lightning/thunder storms... Finally, it all stopped yesterday, and sunshine is back which makes for some nice sunset shots
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