Thanks! In the past six months or so we sort of scrapped everything and restarted with a slower, more methodical approach to our development, so we're hoping everyone will be happy with our new results.
Thanks! In the past six months or so we sort of scrapped everything and restarted with a slower, more methodical approach to our development, so we're hoping everyone will be happy with our new results.
Indeed. Not a new concept to game development, but we wanted to demonstrate the process, as we tried a few other methods (creating the general layout with BSP's, building rooms from modular pieces), which just didn't produce the results we wanted. More than that, I think its important for us to tell our potential player base why we're using a certain methodology.
Delayed response, but we did remove the sword from the Imp, as it was deemed to be too goofy anyway.
Very nice. Tracking. Only, a 1911 does more damage than a Beretta, as it is a larger caliber. It is also less accurate. At least in real life.
Thank you! We're excited for what's coming in the next few Weeks. We have taken a bit of inspiration from Diablo, amongst others. A lot of what you're seeing will also undergo improvements over time.
Its for the player. That will be one type of armor.
As we don't have working gameplay right now, we're still not sure how all of the elements will come together from a visual stand point. It is very possible, and indeed, probable that much of what everyone is seeing will undergo changes/improvements before even our first official release.
It is taking us a little longer than expected to finish up a few of our tasks, but we hope to have a basic gameplay video in the next few Weeks. And while the video will be limited (one monster, one unfinished map, etc.), its purpose will be to demonstrate the actual functionality weve been working on. If all goes to plan, the video should show random item drops, the equipping of armor, leveling up, and a few other details.
Well, in the video, the texture, especially on the arms and legs, looks somewhat flat. This is not the case once the monster is imported in-engine.
Im honestly not familiar with what you're referring to, xalener.
In the context of Flesh Asunder, they make the perfect peon enemy.
Are there any limitations to this in terms of the technology being used to develop the games? For instance, we are using the UDK. Will that pose a problem?
Love it. There aren't enough space-based RTS games.
Very nice. I'm always blown away by the quality of the content that is created for this.
Having the same issue as you. From the Medieval 2 Launcher I choose Medieval 2. It begins to start up, I can see the splash screen, but then it crashes. I'd sure like to figure this out.
Just want to let those that are watching know that I recently moved into a new place. This is why updates have been sparse. I'm also finishing up my last semester of college. Work on the mod is continuing, rest assured.
Thank you. Everything is my own content except for the new weapon sprite.
I can try, but Doom doesn't support that and I don't think I could code it in. I don't have the know-how for that.
Take your time guys. You're doing great work and provide new screenshots very often. Anyone that tries to rush you is either inconsiderate or doesn't know how hard it is to do this type of work.
I knew it was possible to mount a 203 on an MP5. I should have said its impractical, not that one "can't" do it. I apologize. I just think the 203 would make the gun too front-heavy. I also think the M4 model that replaced the MP5 in Half-Life was a generally better model. The M4/203 combo is also becoming that "I know it will be in there" gun for modern shooters.
That particular barrel guard for the M16 really is that blocky. A friend of mine had one. Arnold uses the same one in Predator.
The M4 model came with the High Definition pack that came with Blue Shift, at least for me. It was just there to give the weapon a more accurate look. Which it did. You can't really mount an M203 on the bottom of an SMG.
You sir, have created a mod that teeters dangerously on the line that separates insanity from genius. Frustrating at points? Absolutely! Extremely difficult? Without a doubt! Addictive, tactical, and highly entertaining? Extremely!
I am actually working on the Infected Imp currently, although I don't know whether or not it is even going to have a ranged attack. Even if it did, what do you mean by "sting?" Drain health? Slow movement speed? Paralyze?
Its a decent dungeon crawler. As someone that spent countless hours buried in the Diablo series, Torchlight is new and nostalgic at the same time. And I've actually had just as much fun with the editor as I have with the game. The editing tools are very solid and easy to learn. I've already created a bunch of custom items and tweaked little things like item stack sizes.
Yes, I am using ZDoom. Didn't see the comments here in the news. Sorry about that.
Thank you! I look forward to giving everyone an enjoyable Doom experience. Those are interesting explanations for the new items. I may use those. Although Red Armor may not provide twice as much protection as Blue. Blue already provides 200 points of armor that deflects 50% of damage. Twice as much would make the player nearly invincible. But everything is a WIP right now, so I may tweak things as time goes on.
Yeah, they are correct. Its a wire frame stock that folds over the top of the gun so as to be out of the way. Some AK 47 models have the same thing.
And the modeling for this mod is some of the best I've ever seen, even better than many triple-A titles. Keep up the good work!
thedarkwolf333
Tony joined
I hold a BS in Game and Simulation Programming. Game development has been my passion since I was very little. I am extremely excited to be bringing my ideas to life with my game, Flesh Asunder. I am very fortunate to be working with the people that have joined Fledgling Studios over the past year. I live with my wife, my dog, and a high-school buddy. Besides gaming, I enjoy reading, writing, shooting guns, and watching a lot of movies.