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Posted

Hi guys, we had the greenlight from managment so I'm sharing more info on the game I've been working on for the past 7 months.

Please take a look at our preview video on Aquiris vimeo channel:

http://www.vimeo.com/27015274

Smoke.jpg

MFA.jpg

I've been working on it as principal game designer and principal level designer (that means the only one if you are wondering) although everyone on the team is extremely engaged in all stages.

The game currently has four levels and the array of usual weapons (AR, LMG, SMG, Shotgunss, Sniper and pistols). Its meant to be fast and intense somewhere between CoD's weapon handling and Counter-Strike pacing.

The game is being developed by Aquiris Game Experience and being published by Aeria Games. Note though that differently than most games on Aeria's catalog, this one is being developed for them.

The game is entirely made in Unity using Elctrotank Universe Platform for game servers and player profiles.

There is a lot still in development as we approach closed beta status. It's been a rewarding challenge so far and I can't wait to have a broader player base hammering at the game.

Please critique, discuss, comment, ask or rant away. :crazy:

Posted

I'm guessing this is web player deployment? Certainly looks better than a lot of the commercial web player stuff being put out.

I have a tech question -- you're using dual lightmaps, yeah? And occlusion culling too? and if so, isn't this all a lot of asset data to stream through the web player?

Posted

Right now it is a standalone executable for Windows and Mac, but we are developing it to be fully cross compatible amongst platforms – PC/MAC/WEB

Also we are not using dual lightmaps (its a single lightmap) and yes Occ Culling.

Edit: I asked one of our programmers your question. Answer: Yeah it is :P

Posted

this looks great. I do have some criticisms tho:

1. The gun handling is not OOMPH enough. When you shoot its like it sprays everywhere (yeah I know realistic, but it doesn't feel great). This might be because when you fire your gun, the gun is moved backwards with animation but the bullet rays fly off to the side so it just looks weird.

2. Killing people looks boring. Wheres the +10 equivalent? In the video someone was shooting using the iron sights and the guy he was shooting looked to be dead immediately but the player kept shooting because there was still something dark and moving in his iron sights. Wheres the blood spray? It needs more OOMPH. It needs to look more awesome, or even sound more awesome. Gun handling and the killing is the two most important aspects of any gun-FPS. Level and world design and everything else is still important, but second. This is why having just a square box with 4 spawn points in counter-strike is fun.

3. it looks a bit like it was made with the unity3d engine. I know you said it was, but unity has this kind-of-cheap look to it. Its nothing to really worry about, but I just wanted to put it out there.

Hope you take all this criticism nicely and dont bite my head off :D

Posted

Thanks Rick, that was inspiring! The video does actually look a bit shitty since it was done overnight on a rush for the event... but its the best we hve so far and I wanted to share ;)

Skjalg, I appreaciate the feedback, thanks a lot. All particles are in placeholder status and I have already pointed the need for more blood splatter. I'll share your comments with the rest of the team and see what we can do about it.

Keep 'em coming!

Posted

Liked it a lot. Had my flatmate to look at it as well and we couldn't tell it was unity at first glance (which is a good thing in my book). solid foundation, now make it even more awesome :)

Posted

next video record with more players then. It will feel much more action packed, right now you just have a few 1v1 confrontations and it feels like the levels aren't scaled well to the number of potential players.

Posted

Thanks guys, I appreciate all the feedback, even from a small video.

next video record with more players then. It will feel much more action packed, right now you just have a few 1v1 confrontations and it feels like the levels aren't scaled well to the number of potential players.

This is the major gripe I have with the video, we had to record the scenes late at night in the studio an it was just me and 3 other guys =/

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