Hey guys, this update will show you guys a render done in UDK of one of the concept weapons that was shown off a few weeks ago, as well as enlighten everyone of the website plans, and Programming progress.
The Programming:
I have been working on our immersion features, and am proud to say that they are coming along quite nicely, and that the heartbeat/damage system is done and all that needs to be done is sprinting, custom weapon coding, and my little foray into destructible cover. I am quite pleased with my progress so far, going from beginner to having programmed a dynamic heartbeat system with fading, med packs, and puzzle systems.
The Art:
One of our two artists is currently working on making our main character, modeled, textured, rigged, and animated. Also he is working on rigging the weapon to go with the character, so that I can have both to go in showing off our systems in the first early game play footage, which should be coming your way in about 2-4 weeks. After these things are finished, we will be making a test map to show off some cool features, and maybe a fun little cinematic. Our other artist is going to be working on making the environmental art and getting our world to come to life, which we cannot wait for. The weapon you see at the bottom was done by the second artist and was made based on the 4th rifle concept in one of the recent articles, but it is in 3D and is a WIP.
To top it All of: The Website/Kickstarter:
The website is coming along well, and should be finished soon; I know it has taken longer than expected, but what can we do? And, along with other features, there will be a place to donate to us and preorder the game so that we can make it better. And also, in related news, we are planning on launching a kickstarter soon (for those of you who don't know what that is: Kickstarter.com) and we are interested in knowing how much you would pay for the game if it was finished and a new release, so that we can think of a price that is appropriate for an early preorder. Our biggest problem right now is that it is hard to continue to make people do what they are supposed to do, and the easiest way to fix that is to offer a financial incentive. So please help us make this a reality by preordering or pledging to our kickstarter when we launch it.
Here is the render:
(buried)
Stop wasting your time.
What do you mean?
Let him finish his work,its a great concept!
Thanks you aNerd, I appreciate it.
Yeah, don't listen to him, you guys are doing great. The concepts are awesome and I can't wait for it to start getting released. You guys take as much time you need to to make it an awesome game.
Really, that gun has the potential of looking good, but theres just too many things wrong with it
What do you mean? What is wrong with it?
The grip being completely rectangular and not having a shape that would be comfortable to hold, the grip's size considering the length of the stock. Also, the trigger, it needs to be about half an inch shorter from that image's pov. The stock, about it, just increase the length between that and the receiver, and it should be fine.
Also, looking at it again, it seems to me like the mechanism inside and the barrel length between the tip of the muzzle and the "clip" area, is pretty short. By decreasing the height of the trigger, you could make it look alot better honestly.
This is the third person mesh, the first person mesh is much higher polys and smoother.
Third person? Investing in smoothing out that grip wouldn't cost that many polys, and would make the gun look so much better.
A word of advice, when showcasing models, it's best to use your high poly version. Since you DO have the first person mesh available, why didn't you use it?
Cheers.
-Piedoom
Because I just got it available now, that is why, besides, when youre running around and fighting people, the last thing you think about it the smoothness of the grip of a gun on the ground (that is what 3rd person meshes are for). The first person mesh is the one you see when you are using it.
To tell you the truth, if it won't damage the preformance in any way, why not just smooth it out? It's entirely up to you, I know. But this is becoming more a question of work ethic to me. If every leading game company thought like you have, they wouldn't be a leading game company xD. I always strive for quality, no matter whether I think the players will see the model or not, it adds professionalism.
I think the point of reducing polys for a world mesh is to lower the amount without significantly altering the actual model noticibly, and I guess when it comes down to it it is up to your discretion on whether that is noticible. Good luck.
Well I will consider your point and may ask our artist to add a few polys to smooth it out, but I will also be uploading the first person mesh soon.
While I'm here, please compliment your Concept artists and pay them large sums of money. Their work is simply phenomenal. And don't get the wrong idea, the gun is awesome as well, very secksy. I really can't wait to see some in game stuff.
If we had any money I would pay them dearly.
Personally, I really like the gun concept, and your entire game concept and art and images so far.
Thank you, it is people like you that inspire us to continue doing this.
this game sounds real interesting :) The minimum reqs will kill it off for me tho obviously since my puter is ancient, but once i get a new rig ill deff play this :p
thats cool
what kind of amo it carry
It will carry cool-looking blue energy ammo kinda like red faction guerrila's assault rifle.
looks good my friend!
Thanks.
nice!
I have good news, I decided to smooth out the grip, YAY!!
I WIN MWAHAHAHA