OooooooooooO
5 posters
OooooooooooO
I go away for 5 days thinking i'll comeback to alot of stuff i had to read yet only 1 post ?
Motivation people!
Motivation people!
Hawkeye|Puppy- Dedicated
- Posts : 107
Join date : 2010-02-26
Age : 33
Re: OooooooooooO
yawn..........
we were supposed to get the gameplay rolling but we ended not getting anyone to do it
also, themodman is pretty busy in his uni and I pretty much don't have to do anything...also, skype sucks for conversations! it takes forever for the comment to actually go through!
anyway, how did it go at crytek hawkeye?
we were supposed to get the gameplay rolling but we ended not getting anyone to do it
also, themodman is pretty busy in his uni and I pretty much don't have to do anything...also, skype sucks for conversations! it takes forever for the comment to actually go through!
anyway, how did it go at crytek hawkeye?
dfpcmaia- Practically Famous
- Posts : 166
Join date : 2010-02-25
Age : 28
Location : The future.
Re: OooooooooooO
dfpcmaia wrote:yawn..........
we were supposed to get the gameplay rolling but we ended not getting anyone to do it
also, themodman is pretty busy in his uni and I pretty much don't have to do anything...also, skype sucks for conversations! it takes forever for the comment to actually go through!
anyway, how did it go at crytek hawkeye?
no i was in wales for a few days visiting relatives. I leave to start my job at crytek on monday the 12th got my contract yesterday so only need the plane tickets and i'm away
Hawkeye|Puppy- Dedicated
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Age : 33
Re: OooooooooooO
are you gonna work on crysis 2? can you leak us info? are you gonna meat cevat?
dfpcmaia- Practically Famous
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Location : The future.
Re: OooooooooooO
dfpcmaia wrote:are you gonna work on crysis 2? can you leak us info? are you gonna meat cevat?
I can't tell you what i will be working on, however as a lighting specialist Its most likely i will be working on many different projects when needed. can't say anything about info etc
I might meet him if i get a visit to frankfurt however it's unlikely
Hawkeye|Puppy- Dedicated
- Posts : 107
Join date : 2010-02-26
Age : 33
Re: OooooooooooO
i'm having a 2 week vacation right now, i've already made an xml for the 2 shotguns (only parameters, like RoF, mag size), i'm gonna try and make different shell types for it
and I'm still trying to fix those smoothing errors
and I'm still trying to fix those smoothing errors
revenge- Awesome member
- Posts : 33
Join date : 2010-02-28
Age : 30
Location : belgium
Re: OooooooooooO
thats great revenge
still need to hear from themodman and the_grim to see if they can get us a coder or if the_grim can make a somewhat simple one using the flowgraph.. also, Crusty was working on some pretty awesome music for us, haven't heard from him in a while either.. there's pretty much nothing we can do until we hear from themodman and the_grim and until CE3 arrives, which is estimated to arrive at September (shaky sources though).. I'll pm them to see whats going on
EDIT: sent
still need to hear from themodman and the_grim to see if they can get us a coder or if the_grim can make a somewhat simple one using the flowgraph.. also, Crusty was working on some pretty awesome music for us, haven't heard from him in a while either.. there's pretty much nothing we can do until we hear from themodman and the_grim and until CE3 arrives, which is estimated to arrive at September (shaky sources though).. I'll pm them to see whats going on
EDIT: sent
dfpcmaia- Practically Famous
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Re: OooooooooooO
I've mostly been working on Eviction. Just yesterday discovered q_renderer 3 so mah tod looks great now. Watch out hawkeye.
CrustyDoom- Awesome member
- Posts : 39
Join date : 2010-02-26
Re: OooooooooooO
well, just got a response back from the_grim:
''I think we should go through with the mod. It's going to be a lot of work to make it good, but there's no need to rush (as much as I don't like the idea of waiting for CE3). I should be working on the story I guess, but at the moment I don't have too much time for that - we'll get it done by summer, and in the meantime everyone can work on stuff they think should be included in a gameplay test level (nanosuit playground style) and a trailer. Once the story is finished (yeah you can bug me until it is) the level design can begin!
Modman's prop and building models are really good, but if we want to pull a top quality mod we'll need character models as well... As I've mentioned many times, that sort of stuff isn't vital for the gameplay, but it's really important for the immersion and atmosphere of the mod. We're making a survival horror mod after all - it isn't really desirable to have NK soldiers crouching in the woods, being killed by light.
I think at the moment nobody has a very clear picture of the gameplay we're after. Anyone who's decent with flow graphs (or LUA) should try and come up with fun gameplay situations using light as a weapon - you can use the NK models at this stage of course. I bet our initial gameplay vision will change during the development when new ideas are introduced and old ones are abandoned; it might even totally change the mood of the game in the end. We will have to decide the balance between story and gameplay: is the majority of the game going to be plot missions, running after clues and looking at cutscenes while the plot unfolds - or going from a horror creature-killing mission to the next, with minimal plot cutscenes in between and the emphasis on the fun and varied gameplay using different styles of light-fight.
I'm rambling a bit here but bare with me, I'm getting more ideas as I go. So, at first we will need a gameplay draft, and a plot draft. The gameplay draft should work as a stand-alone minigame in itself - we may even consider releasing it as a "demo" of our mod, like the Open Outcast demo level, or indeed the nanosuit playground level released with the Crysis mod SDK. The plot draft should have a storyboard delivering an idea of all plot twists, cutscenes etc. After those two are finished, it's a matter of balancing them to a complete mod, as I explained above!''
There you have it. Still need to here on themodman. Our number one priority is to get that gameplay going, which is basically the fear system...
''I think we should go through with the mod. It's going to be a lot of work to make it good, but there's no need to rush (as much as I don't like the idea of waiting for CE3). I should be working on the story I guess, but at the moment I don't have too much time for that - we'll get it done by summer, and in the meantime everyone can work on stuff they think should be included in a gameplay test level (nanosuit playground style) and a trailer. Once the story is finished (yeah you can bug me until it is) the level design can begin!
Modman's prop and building models are really good, but if we want to pull a top quality mod we'll need character models as well... As I've mentioned many times, that sort of stuff isn't vital for the gameplay, but it's really important for the immersion and atmosphere of the mod. We're making a survival horror mod after all - it isn't really desirable to have NK soldiers crouching in the woods, being killed by light.
I think at the moment nobody has a very clear picture of the gameplay we're after. Anyone who's decent with flow graphs (or LUA) should try and come up with fun gameplay situations using light as a weapon - you can use the NK models at this stage of course. I bet our initial gameplay vision will change during the development when new ideas are introduced and old ones are abandoned; it might even totally change the mood of the game in the end. We will have to decide the balance between story and gameplay: is the majority of the game going to be plot missions, running after clues and looking at cutscenes while the plot unfolds - or going from a horror creature-killing mission to the next, with minimal plot cutscenes in between and the emphasis on the fun and varied gameplay using different styles of light-fight.
I'm rambling a bit here but bare with me, I'm getting more ideas as I go. So, at first we will need a gameplay draft, and a plot draft. The gameplay draft should work as a stand-alone minigame in itself - we may even consider releasing it as a "demo" of our mod, like the Open Outcast demo level, or indeed the nanosuit playground level released with the Crysis mod SDK. The plot draft should have a storyboard delivering an idea of all plot twists, cutscenes etc. After those two are finished, it's a matter of balancing them to a complete mod, as I explained above!''
There you have it. Still need to here on themodman. Our number one priority is to get that gameplay going, which is basically the fear system...
dfpcmaia- Practically Famous
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Join date : 2010-02-25
Age : 28
Location : The future.
Re: OooooooooooO
Getting cold here...
dfpcmaia- Practically Famous
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Re: OooooooooooO
I guess enthusiasm died down then. I'm currently working on other (smaller) projects, I can't be the one leading development on a total conversion like this... If someone picks up lead and starts bringing the gameplay forward, I'll be happy to produce some content, though.
the_grim- Awesome member
- Posts : 78
Join date : 2010-02-25
Age : 38
Location : Finland
Re: OooooooooooO
Sorry, still don't have my own computer. think its going to be another month or so before i get one
Hawkeye|Puppy- Dedicated
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Join date : 2010-02-26
Age : 33
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