Nice! I really love it!
Nice! I really love it!
Wow, congratulation!
Nice tl;dr I guess
Estimated. But yes, really.
Well, the Precinct Assault mode that AzaTeXx mentioned is kinda pre-cursor to modern MOBA. The mode will have 2 mechs command 2 bases with turrets for defense and factory/airbase to produce units for offensive. The mechs must fight against each other (1v1) to defend their bases against the invading units from opponent. The game ends when one player's base is breached by a number of units (in Future Cop case, it will be a standard or super-sized "Dreadnought" Hovertank). However, this mode was designed for real-time battles since the game itself was a third-person mech combat.
Good luck, mate! Hope he can notice you.
Many great thanks! As for the animation issue, we have it on the near top of our priority list. When we released this trailer, lots of feedbacks are focused on the roughness and clunkyness of the character's animation. To be honest, we tend to focus more on gameplay than the graphics during the first development stages, which somehow leads to the animation quality that you can see right here. But the animations will surely be polished to be better, along with making more contents.
Thank you for your suggestion. We'll consider it in later development phase or future updates.
This is truly great. Looking forward to see the glory of classic Diablo style shines again.
Many thanks :)
Thank you very much, everyone! :D
Thanks! I'm glad you enjoyed the little bit of our project and hope you can keep supporting us by following our progress.
Thanks for your question. We use customized draw distance rather than cubemaps. All of the objects and sceneries in this map are rendered 100% in real-time.
It just might be, pal ;) It just might be
Thanks! This pic is only serve as a little tribute to Star Wars and it won't be implemented in our game. :D
Well, currently I've transferred the problem situation to the dev team members so that they can solve it. I'll inform you via message in the nearest time.
Thanks for your comment as well as your feedback. As for your question, we'll post an article that specify more about development states and techniques in a near time soon. But can you explain more about your question about synchronizing because we don't quite get your point?
Thanks :)
Thanks! Hope you can support our works and progresses of the game!
DranyaStudio
Hung joined
Game Designer and Communicating Director from Hanoi, Vietnam