Tales from the Galactopticon - The quest for the Argemitis Galacticus (A mod by mods)
2,003 replies, posted
I'm looking forward to this more than Black Mesa, why? I can actually try it out before release and see the progress being done, unlike Black Mesa where... Okay I know, I know, it's a big job, but come on, they've been fucking around for six years.
[QUOTE=croguy;21252543]Hopefully not as slow as Black Mesa.[/QUOTE]
you know, pretty much everyone developing this is old enough; we could totally get together and form a studio. problem is money, obviously. would have to take a loan out of the bank (which requires you to put down money first; probably $5,000 from each person) and everything else but come on bro, you know that ain't happenin'
You have to realize that BMS has to recreate every single asset to HL1. HL1's not a short game. I'm not saying Galactopticon is going to be short but you have to picture it more like Mass Effect 2 than Half-Life; ME2 doesn't have big worlds with lots of running. It's relatively small. The only reason it seems so big is because of the TALKING. That's what I think whenever I discuss Galactopticon with people; firefights won't be in huge areas, but at the same time will take a while to do. You just don't run around HL-style and get right in peoples face and gun them down. Where's the fun in that? I'm not the one in charge so I can't say that this is how it's going to be, but that's what I imagine happening.
I highly doubt Galacopticon will take as long as BMS (or any other Source mod) to come out, but the assets won't obviously be mediocre and quickly made, either.
Be happy; these guys throw media updates out all of the time and you get to watch the development happen. You can't really say that about anyone else, can you?
Long distance online studios can work but not everyone is fit for a mindset like that. When working from home, it's not about your skills but can you do it without getting distracted and efficently. I'm not sure I could. Very few can, actually.
[QUOTE=69105;21252185]I'd say that a normal 1.5 GB movie, in post-production, is probably just under 130GB. full-blown games are probably about twice the size, I'm sure.[/QUOTE]
My 689mb movie was 55GB while producing it, so yes
[QUOTE=69105;21253163]you know, pretty much everyone developing this is old enough; we could totally get together and form a studio. problem is money, obviously. would have to take a loan out of the bank (which requires you to put down money first; probably $5,000 from each person) and everything else but come on bro, you know that ain't happenin'
You have to realize that BMS has to recreate every single asset to HL1. HL1's not a short game. I'm not saying Galactopticon is going to be short but you have to picture it more like Mass Effect 2 than Half-Life; ME2 doesn't have big worlds with lots of running. It's relatively small. The only reason it seems so big is because of the TALKING. That's what I think whenever I discuss Galactopticon with people; firefights won't be in huge areas, but at the same time will take a while to do. You just don't run around HL-style and get right in peoples face and gun them down. Where's the fun in that? I'm not the one in charge so I can't say that this is how it's going to be, but that's what I imagine happening.
I highly doubt Galacopticon will take as long as BMS (or any other Source mod) to come out, but the assets won't obviously be mediocre and quickly made, either.
Be happy; these guys throw media updates out all of the time and you get to watch the development happen. You can't really say that about anyone else, can you?[/QUOTE]
I bet that if you take all of the talking out of ME2, you get a game that can be finished in 15 minutes.
The gun looks really neat.
[QUOTE=nardix;21262513]I bet that if you take all of the talking out of ME2, you get a game that can be finished in 15 minutes.[/QUOTE]
Exactly. What Bioware did was make it work.
[QUOTE=PLing;21261898]Long distance online studios can work but not everyone is fit for a mindset like that. When working from home, it's not about your skills but can you do it without getting distracted and efficently. I'm not sure I could. Very few can, actually.[/QUOTE]
If I was paid, I could get work done like no other.
[QUOTE=onox37;21270472]If I was paid, I could get work done like no other.[/QUOTE]
Everyone would.
This is more like an internship, though -- looks good on a resume. Thing is, if people are to get paid, it's pretty much expected to make money off of the mod which requires the purchase of a license and usage of the Source engine which isn't necessarily cheap. The total revenue from the mod/game itself probably wouldn't pay off all of the costs unless the devs really did turn it in to something even more amazing than it is right now.
TBH I think what they've gotten done as of current is already surpassing most mods that have been in development forever solely because the devs right now already have years of experience doing this in the first place
I mean, don't get me wrong, we could totally do this. I know enough about marketing and even accounting; we could get this off of the ground and in to the air if we really wanted to but I really don't see that happening. If you are to request a loan, you have to already be putting something down on your own. If you are asking to $500,000, you're better off asking with $100,000 or so already put down; if you say "give me 500 grand oh and by the way I don't have any money myself to contribute to my business" then the judges will shrug you off and move on. We're just a bunch of poor college students!
A better alternative would to make this for UE3
[QUOTE=JLea;21278992]A better alternative would to make this for UE3[/QUOTE]
While I would naturally agree, there's a major difference between the graphical elements behind UE3 and Source. To me, Galactopticon is going to be very sleek and smooth, like a brand new car. UE3, no matter what you really want to do with it, just looks so stark and gritty like that old mustang you have had sitting out behind the barn for a decade.
I remember seeing a UE3 mod that looked fairly "simplistic" (kind of like Portal simplistic) yet just due to the way UE3 renders everything, it still looked way too gritty. It was hilariously out-of-whack.
Galactopticon looks to me like 2001: A Space Odyssey and not like Transformers (A Space Odyssey being clean and "neat" and Transformers being super gritty)
Borderlands is on the Unreal3 engine.
[QUOTE=nardix;21282125]Borderlands is on the Unreal3 engine.[/QUOTE]
You're telling me it isn't gritty? Borderlands was made to look like a comic book; what do comic books attempt to look like?
This isn't going to look like a comic book. I'd say it resembles Mirror's Edge the closest, except due to the engine it won't require that hideous rimlighting. I mean, I'm just being picky about the engine because it can be used great on some things and otherwise fail on others. It all depends on its usage and if it's a mod then why would you go through the heap of trouble to make the engine look entirely different then what it's supposed to when there's another engine that already has the look you want?
Just sayin', yo.
[QUOTE=69105;21279683]While I would naturally agree, there's a major difference between the graphical elements behind UE3 and Source. To me, Galactopticon is going to be very sleek and smooth, like a brand new car. UE3, no matter what you really want to do with it, just looks so stark and gritty like that old mustang you have had sitting out behind the barn for a decade.
I remember seeing a UE3 mod that looked fairly "simplistic" (kind of like Portal simplistic) yet just due to the way UE3 renders everything, it still looked way too gritty. It was hilariously out-of-whack.
Galactopticon looks to me like 2001: A Space Odyssey and not like Transformers (A Space Odyssey being clean and "neat" and Transformers being super gritty)[/QUOTE]
[Img]http://www.psu.com/media/mirrors-edge/site_mirrors-edge-ss-6.jpg[/Img]
[Img]http://static2.videogamer.com/videogamer/images/xbox360/mirrors_edge/screens/mirrors_edge_10.jpg[/Img]
[QUOTE=Angry Baker;21282480]You're telling me it isn't gritty? Borderlands was made to look like a comic book; what do comic books attempt to look like?
This isn't going to look like a comic book. I'd say it resembles Mirror's Edge the closest, except due to the engine it won't require that hideous rimlighting. I mean, I'm just being picky about the engine because it can be used great on some things and otherwise fail on others. It all depends on its usage and if it's a mod then why would you go through the heap of trouble to make the engine look entirely different then what it's supposed to when there's another engine that already has the look you want?
Just sayin', yo.[/QUOTE]
Well, Borderlands is less gritty than UT3.
More to the point, both Mass Effect games were done on UE3; it is quite possible to achieve the clean sci-fi aesthetic on that engine. At the same time, all of this is completely moot, as Galactopticon looks just fine on source.
Everything I've seen so far looks great. They're experienced with Source, so why switch now to UE3? That'd be just plain stupid.
[QUOTE=Benji;21287202]Everything I've seen so far looks great. They're experienced with Source, so why switch now to UE3? That'd be just plain stupid.[/QUOTE]
Agree'd.
I'm hesitant to download the WIP downloads because i don't want to spoil it :v:
[QUOTE=kevlar jens;21284497]
[Img]http://static2.videogamer.com/videogamer/images/xbox360/mirrors_edge/screens/mirrors_edge_10.jpg[/Img][/QUOTE]
I got sick from just looking at these shots.
[QUOTE=xpod1;21290513]I got sick from just looking at these shots.[/QUOTE]
a little blur made you sick? wow you must keep a barf bucket next to your computer for when you browse the web then.
so far i'm liking the progress, keep it up, guys!
Committed some new code:
[code]
DC#12:
*Added a new back-end for ironsights
+As of now will give you more accurate shots when aiming down your sight
+Does not read stuff from the weapon scripts yet thus ironsight angles and positions are not
*Added random bullet spreads for the Scorpion per shot bullet
*Added higher accuracy on the Scorpion when aiming down sights
*Added higher accuracy when aiming on the Hornet
*Fixed several issues with Mooks getting too much health at times
*Fixed a lot of minor issues and bugs
NOTE: Hammerhead is still glitchy when trying to zoom in, trying to fix it atm.
DC#11:
*Fixed Hammerhead not properly removing ammo in some cases[/code]
[editline]12:36AM[/editline]
[QUOTE=Samuelgames;21279066]They've more experience with source, I mean uh.. Facepunch is a HL2 forum, Besides the UnrealEd is terrible for making maps, specially if you're expert with hammer, because the way it works is totally different.[/QUOTE]
This man is so right it hurts.
[QUOTE=69105;21270700]Everyone would.[/QUOTE]
No, I don't think everyone would. You should find a paper/article called Working Nowhere and Everwhere - The Zen of Running a Mobile, Virtual Game Developement Studio by Christopher Natsuume.
It's a dissection of a successful virtual studio (BoomZap), and cuts into the fact that no matter how good artist or a programmer someone is, working from home might will not work on most people. That's why everyone in the studio does a 4-month internship before he's actually in.
[editline]07:36AM[/editline]
[QUOTE=nardix;21282125]Borderlands is on the Unreal3 engine.[/QUOTE]
So is ME2 and other sleek games. The difference is, they use custom shaders. In the free UDK, you cannot access any of the shader code so you're stuck with the trademark gritty shading.
I made this lamp prop:
[media]http://www.youtube.com/watch?v=9N3nDkSNEWc[/media]
That fits the style! Looks cool
Reminds me a lot about this Harry Potter lamp I have which is pretty much exactly the same except you got Harry and Ron flying on brooms on the outer layer and the environment on the inner.
[QUOTE=kevlar jens;21326425]Reminds me a lot about this Harry Potter lamp I have which is pretty much exactly the same except you got Harry and Ron flying on brooms on the outer layer and the environment on the inner.[/QUOTE]
why would you have a harry potter lamp
[QUOTE=TH89;21326290]I made this lamp prop:
[media]http://www.youtube.com/watch?v=9N3nDkSNEWc[/media][/QUOTE]
Damn thats nice. You could make it scroll adverts from time to time or some other shit, just to make the time this is set in look more commercialized. Or you could make it some kind of clock, by having a holographic time on the inner layer?
Even if you don't do those, it still looks pretty cool.
[QUOTE=Jaanus;21327081]why would you have a harry potter lamp[/QUOTE]
I'm not a fan of the series in any way. I just got it as a birthday gift from my neighbors many years ago, I tried using it for a while but it made this ticking noise which drove me insane.
I actually modified it later on too, replacing Hogwortsz (?) with C17 and Harry & Co with the Half-Life cast, and then spray painted the base silver.
My art teacher asked me if it was dry yet, and before I could answer he had grasped his hands around the not so dry paint, ruining it. Later on, my mom managed to knock it off my table and that was the end of it.
[QUOTE=PLing;21320555]No, I don't think everyone would. You should find a paper/article called Working Nowhere and Everwhere - The Zen of Running a Mobile, Virtual Game Developement Studio by Christopher Natsuume.
It's a dissection of a successful virtual studio (BoomZap), and cuts into the fact that no matter how good artist or a programmer someone is, working from home might will not work on most people. That's why everyone in the studio does a 4-month internship before he's actually in.[/QUOTE]
actually, OK, yeah, that kind of makes sense.
I love making cartoons but going every frame in Flash and replacing the mouth with another drawn frame to make it look like a certain character is talking, and even getting a character to move is SO MUCH EFFORT. I would never do it even if I was paid because the work is so tedious regardless of how rewarding the end result is.
Making a game would be just about the same thing; you've got to have a lot of patience to get projects done before you even see a glimpse of what the final product would look like.
So, yeah, you're right.
Making a game is actually good fun. You get to make something, put it ingame and then instantly see it in action. That's just awesome.
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