But it isn't an MMORPG, it's an FPS.
But it isn't an MMORPG, it's an FPS.
That was just the placeholder sound, engineer (our sound guy) uploaded new sounds this weekend for the test and let me tell you...the Thompson sounds like a beast!
Hmm, the character model looks off somehow. He's got tiny ankles and long feet, his chest seems super long as well. Texture is looking good though. Lacks maybe a tad bit of wear and tear/dirt. Keep up the good work!
I have no idea what touch typing is lol.
There are a couple that are near full in the evening.
Well, the maps are based on actual missions. In the maps, instead of capturing the usual flags like in other games, you are capturing objectives such as AA guns, spotlights, houses, etc.
Those aren't talk signals, those are the ranks of the players ;).
9pm GMT guys ;). So, 4pm EST.
You'll be happy to know we've fixed the texture issue in Bunker, mades for a much better blend now ;).
Yeah, the one you walk up to: Images2.wikia.nocookie.net
Can you recognize it? =P
We're using the Orange Box version of the Source engine...though I think if you own any source game you can play it. Not 100% sure though, can anyone confirm this?
Yup, this is a team multiplayer game only.
But, aren't you already using an alpha texture for the transparency? We ran into that problem with transparency for some of our models for a school mod project, it's a bitch =/. Though, maybe an "in-between" solution could be just building the high-poly version of the barrel with holes then baking that on a low-poly barrel (as a normal map) that's just a cylinder? You wouldn't see through it, but it'd make some nice holes and you wouldn't need to recompile the model.
Just played with a friend, and for a kart racing game on the PC, it's quite good! Reminds me of Mario Kart in many ways...the attacks, the tracks, the music, etc. I can see it being fun to play with buddies. I can't help but thinking the game would be better suited for a console however. What really put me off in the game was the sound design. The sounds all around were pretty lackluster, the boost sound isn't satisfying enough, the normal driving one either. All the sounds in general lack POW. The jumping animation on the car also needs work. It's so minimal that it barely shows and same problem again, the sound lacks for it.
Other those few kinks, I enjoyed it!
Disregard the player icon in the hud, it doesn't represent the current german player skin.
Soon enough, a little more patience! Keep your eyes peeled on our forums ;).
Thanks, the texturing is my handy work ;). And yes, the player icon on the left will indicate where you have taken damage...torso, legs, arms, etc.
Yeah, there is still some visual polishing to do in some of the maps.
Looking good guys!
I honestly didn't know about that hah =P. I'll keep that in mind next time ;).
Ya, when you die there, it's supposed to be the end. I would have liked credits, but our level designer wanted otherwise...he kinda wanted it to be a loop like in a short story or something.
Yeah, it was one of our challenges, directing the player. We tried our best with text cues, audio cues and the little map, but as we can see, it works for some and other no. We didn't want to be too obvious either. And interactivity was something we aimed for at the conception phase, but as it went on, we didn't stay consistent with it. It's something that came up with testing as well. Having almost everything interactive/animated with a trigger such as the drawer, books, nightstand would have indeed made it move alive.
Thanks =). We were pretty much all modelers on the mod (since we're in a 3D Animation program), except Kevin who did all of the mapping and a bit of modeling. Yeah, we're aware of the ragdoll, after some long hours spent on trying to make it work, we gave up heh...Maya and Source aren't the best of friends.
As for the ending, like I said somewhere below, once you get into the other room, the game/your character urges himself to do something. Once you try to do that something, something happens. I guess maybe people miss it?
For the setting, we established that it was right before the Great Depression, so around 1929 ;).
Yeah, there was somewhat of a debate with out level designer, I wanted to put little credits at the end to give a certain closure at the end, but he liked the fact the game would loop after a certain thing you had to do at the end...all I'll say is follow the text? The game urges you to do something when you get in the room.
deceiver
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