You seriously need to make an weapon called "BF3 Taclight" and it burns away the zombies like a flamethrower just as a fun suggestion :smile: oh wait.. moddable :v:!
[QUOTE=Darkslicer;33787239]You seriously need to make an weapon called "BF3 Taclight" and it burns away the zombies like a flamethrower just as a fun suggestion :smile: [B]oh wait.. moddable[/B] :v:![/QUOTE]
Exactly.
Speaking of modding, I'm in the midst of revamping both weapon and actor modding.
It'll be possible to define what will to happen when a limb gets destroyed (for example, it allows you to kill the actor when you destroy his fool, Achiles style).
I also made it so that each object can have unlimited amount of sounds and textures associated with them and each time a resource is used it will pick random. For example, it's possible to create 3 different textures for a single gun or an enemy and each time it spawns it will pick a random texture.
[url]http://forum.unity3d.com/threads/115801-Unity-3.5-Update[/url]
Unity will get tons of new features in very very near future. Many of which will allow me to create new awesome stuff.
I will make a blog post about what kind of stuff to expect soon, so feel free to hold your breath.
I've been holding my breath for 10 hour hurg i cant do it any- ded
How goes the progress?
Edit: Here's a little model I made of the shotgunthing
[img]http://dl.dropbox.com/u/33668121/quadbarrel.png[/img]
I didn't know how to do the ejection-things so I just made it into a break-action shotgun.
How the hell can I texture this?
Edit:
Textured!
[img_thumb]http://dl.dropbox.com/u/33668121/YESSS.png[/img_thumb]
That's quite decent actually, good job.
Some suggestions. Make the handle much smaller and overall size bigger, it will look much better and work on that intersecting geometry.
You see how weird it looks in the middle and the base of the handle? Geometry preferably shouldn't intersect itself at other angles than 90 or near.
[editline]22nd December 2011[/editline]
and yeah the progress. I'm currently neck deep in coding revamping actor and weapons systems.
This takes long time and I won't be able to release a new version this year, since there are quite a lot of features that I want to include.
[url]https://docs.google.com/a/xiphias.org/document/pub?id=1T1uGb0_Ia5rP8p9tRih231m1UHYzoUfkkI2RB1Uz9Pk[/url]
ETA for next release is January.
Modelling is good fun.
[img]http://dl.dropbox.com/u/33668121/glocktest.png[/img]
[QUOTE=Jack Trades;33841623]That's quite decent actually, good job.
Some suggestions. Make the handle much smaller and overall size bigger, it will look much better and work on that intersecting geometry.
You see how weird it looks in the middle and the base of the handle? Geometry preferably shouldn't intersect itself at other angles than 90 or near.
[editline]22nd December 2011[/editline]
and yeah the progress. I'm currently neck deep in coding revamping actor and weapons systems.
This takes long time and I won't be able to release a new version this year, since there are quite a lot of features that I want to include.
[url]https://docs.google.com/a/xiphias.org/document/pub?id=1T1uGb0_Ia5rP8p9tRih231m1UHYzoUfkkI2RB1Uz9Pk[/url]
ETA for next release is January.[/QUOTE]
I see next year and I'm thinking what the fuck then I realize we have 9 days until next year.
Any sexy updates on this?
[QUOTE=Eric95;33910945]Any sexy updates on this?[/QUOTE]
Not this year, no. I was working mostly on setting up the ground for new weapon and enemy types and tomorrow I'm going off on a vacation for the rest of the year.
I'll be back in January.
Meanwhile I want to ask you guys something.
Do you think that having modding is important for this? Yes([img]http://www.facepunch.com/fp/ratings/tick.png[/img]), No([img]http://www.facepunch.com/fp/ratings/cross.png[/img])?
I know that modding is kind of a big deal but it is seriously giving me some trouble. In order to make a new weapon, for example, I need to create a modding system that would allow me that and only THEN I can make the weapon itself. I would be able to implement new content [I]at least[/I] 2-3 times faster if I didn't have to worry about staying within the limited space that I create by making modding arbitrary.
[editline]27th December 2011[/editline]
See you all next year.
[QUOTE=Jack Trades;33911493]Not this year, no. I was working mostly on setting up the ground for new weapon and enemy types and tomorrow I'm going off on a vacation for the rest of the year.
I'll be back in January.
Meanwhile I want to ask you guys something.
Do you think that having modding is important for this? Yes([img]http://www.facepunch.com/fp/ratings/tick.png[/img]), No([img]http://www.facepunch.com/fp/ratings/cross.png[/img])?
I know that modding is kind of a big deal but it is seriously giving me some trouble. In order to make a new weapon, for example, I need to create a modding system that would allow me that and only THEN I can make the weapon itself. I would be able to implement new content [I]at least[/I] 2-3 times faster if I didn't have to worry about staying within the limited space that I create by making modding arbitrary.
[editline]27th December 2011[/editline]
See you all next year.[/QUOTE]
Spend the time on making it easily moddable because only then you'll see other people mod the game alot and they will definitly make it somewhat better and you can easily implement those changes and additions.
In the end it will make the game better and gift you alot of time.
so I am gone a few weeks and this is what I come back to? AMAZING!
I got some PMs from people asking me about the current situation on the game.
During the new year holidays, me and my partner decided to re-design MFEotW. I haven't had any planning done beforehand because it originally started as an idea "I want arms to fly off when you shoot them". The lack of planning turned the game (internally) into a jumbled mess and later on I realized that many of the design decisions I made weren't thought out at all.
So, right now we're writing a big design document on how every little aspect of the game will work, to make the developing itself much less painful.
Unfortunately, modding had to go but we're keeping the dismemberment system (and I'm going to make it even better) and we're going to add up to 4 player co-op. The game will play more of less like Left4Dead, with huge bosses, varied enemies, semi-destructible terrain.
In a couple of months I want to release a "vertical slice" demo. The game will only have one level (6 weapons, 4 enemies, one boss) but it will play exactly like finished game.
I'll get back with more stuff when they're done.
Good to see this still being developed. Too bad there will be no modding, but design decisions usually end up being remade on an early stage according to what I know about video game development.
Eh, someone'll find a way to mod it. They always do.
As long as it don't dies off then it's good, I would be happy with custom weapons already.
Sketches for one of four protagonists (player characters) with a test color scheme on the side.
I'm going to start experimenting with a graphics style for the game and post more pictures when I'm done.
[img_thumb]http://i.imgur.com/AQBEi.png[/img_thumb]
We have also established and fleshed out some more gameplay features, I'm most proud of my quite unique health system.
Other multiplayer games usually do health system by scattering health packs across the map (Left 4 Dead) which basically means, if you're low on health and have a health pack, have your health back, or making the health regenerate, if you're hurt, suck your thumb behind a rock and you'll get it back.
I don't think any of those system really fit into the mood I want to create so I invented a (somewhat) new system. With it the player will be rewarded by doing cool shit.
Doing "style-moves" such as aerial kills, headshots, jumping on your enenies, crippling them, etc. will give you bonuses that will let you be more efficient at killing shit and will protect you from damage.
As long as you do cool shit, you won't die, but if you start getting hit more than you can negate by doing cool shit you're going to get hurt and eventually get incapacitated L4D style until the end of the encounter.
If you integrate it enough so it's not gimmicky, then sure, that could work.
Don't do it like bulletstorm though, with just basic things for shit you do.
Actually reward people when they do awesome shit.
[QUOTE=Lizzrd;34694205]If you integrate it enough so it's not gimmicky, then sure, that could work.
Don't do it like bulletstorm though, with just basic things for shit you do.
Actually reward people when they do awesome shit.[/QUOTE]
I spend lots of time actually designing it so that it 'flows' and doesn't feel gimmicky. I reworked it at least 5 times now and I think it should work awesomely. I can't say for sure until I try it out though.
My system actually rewards players directly. For example, if I make 5 aerial zombie kills I will be granted some extra protection power and bonus to ammo, if I get some more style-moves I will be granted even more protection and bonus to movement speed but if I get hit too much at this point (let's say a Werewolf charged at me and I got swarmed by Zombies or something) I will lose a level of power, losing the movement bonus and some protection, until I replenish it by doing some more cool shit.
I've been working for 10 hours straight today and here are the results so far. Hands and tool belt are next.
[img_thumb]http://i.imgur.com/Grrtz.png[/img_thumb]
[editline]16th February 2012[/editline]
Unity 3.5 came out recently. I too a peek at API changes and got welcomed by 100 (not kidding) pages of diverse additions to API...and I've got to read them all if I want to stay updated on programming part of it.
This is gonna be fun.
Please don't make it too major though, just minor boosts every time you do something cool, like a second jump once and stuff like that.
Or 1.50x speed for 10 seconds.
[QUOTE=Lizzrd;34726014]Please don't make it too major though, just minor boosts every time you do something cool, like a second jump once and stuff like that.
Or 1.50x speed for 10 seconds.[/QUOTE]
It's more advanced that that. I can actually post some pages from the design document if you want to see the specifics.
Here are a couple of pages from the design document explaining how the heal/style/power system works.
[url]http://www.mediafire.com/?n29ud9e35900ib6[/url]
Feel free to tell me what you think about it.
You should remove vampire headshots and turn em into heartshots.
Because everybody knows stake through the heart is only way to be sure.
Failed attempt #1:
[img_thumb]http://i.imgur.com/T7V5D.png[/img_thumb]
I'm definitely not used to that style yet, I'll have to spend some time learning how to texture with bumpmaps properly.
New graphics ahoy!
I'm in the process of choosing between two slightly different styles.
This and this:
[img_thumb]http://i.imgur.com/TNxjK.png[/img_thumb]
[img_thumb]http://i.imgur.com/ub4D7.png[/img_thumb]
But otherwise this is the graphics quality that you can expect to see in the final game.
I'm really liking how this is beginning to look. This is definitively an improvement.
An improvement you say?
[img_thumb]http://i.imgur.com/10PLU.jpg[/img_thumb]
No shit, haha.
Seriously though, yeah, I love out new style. I really have to thank my partner for all the concept art he's done for me to use, he's been a huge help.
Speaking of concept art, next up are the Zombies.
[img_thumb]http://i.imgur.com/o5QAj.png[/img_thumb]
[img_thumb]http://i.imgur.com/aen6V.png[/img_thumb]
The idea behind them is that they're a minions of a crazy scientist, assembled out of separate human parts and outfitted with SCIENCE!.
An indie game that isn't voxels. Count me in!
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