• Revelations 2012 - Awful L4D2 clone
    1,039 replies, posted
Has anybody seen the player reviews for this game on gamespot? [QUOTE]Difficulty: Just Right Time Spent: 100 or More Hours The Bottom Line: "Worth the wait"[/QUOTE] [QUOTE]I... I can't stop crying. Not because of how good this game is, but by how profoundly affected I've been by it. From the instant I booted it up and was subjected to it's utter splendor did all the ills of the world fade away and the heavens rained down gold upon my life. This is pleasure incarnate. When the masters of the renaissance; Leonardo, Michelangelo, Donatello, and Raphael created their works of divinely inspired art, they merely tickled us with the pure glory that is presented to us as REVELATIONS 2012. Generations from now people will weep in jealousy as we were here for this shining moment, the apex of civilization and the culmination of all human achievement. Men will now ride into battle not with Bibles in their breast pockets, but copies of Revelations 2012. The foundation of our society will no longer be based upon ancient scripts with cryptic codes judging us from the past. No, Revelations 2012 will guide us and be our father. Praise be to Revelations 2012.[/QUOTE] [url]http://www.gamespot.com/revelations-2012/user-reviews/793246/[/url]
[QUOTE=riceyrice;35871471]Has anybody seen the player reviews for this game on gamespot? [url]http://www.gamespot.com/revelations-2012/user-reviews/793246/[/url][/QUOTE] My lungs, I can't stop laughing.
[QUOTE=Otherhand;35871437]Agreed, but the game shouldn't have dancing. It should have idle animations and button-pushing animations. It should have some animation in the first-person view, since you see that gun arm more than anything else in the game, but all we get is the tiniest bit of recoil in the arm which is otherwise permafixed in one position. With mo-capping, you'd expect to see character step around when looking in different directions at a dead stop, but the feet slide around in contact with the floor instead.[/QUOTE] I agree 100% with this, it's definitely a great time saver, but the extreme lack of first person animations is pretty concerning. Mo-cap should [b][i]NEVER[/b][/i] be used 100% of the way through, it should either be a nice blend of the two, or full on just hand animation, but since you guys lack the necessary experience you're gonna have to blend the two together to achieve great results. How do you achieve this? Easy, you push yourselves out of your comfort zones and put more than 100% of your effort into your projects, it won't be easy, and the results will take time, but that's the life of an animator. No offense, but the game itself seems to lack 3 things, effort, time, but most importantly, soul. Devs who haven't invested every fiber of their being into the project don't know what it's like to develop these games. Currently, the game feels like a blob due to the lack of a soul, it's just moving around trying to copy whatever the next best thing was. You guys can fix this, despite all of you being new to game development it shouldn't stop you from being able to sit back, look at what's been done, and do everything in your power to not only make it better, but give this game a personality of it's own.
[QUOTE=Sleepysheep;35870178]I don't usually ever post but I got a question. How the fuck did you guys raise the venture capital to license valve's engine? Hope you guys recoop your investment at least. Shit I might buy a copy just for shitz and gigglez.. not like its gonna be the WORST thing I ever spent money on.... lol[/QUOTE] We had a lot of friends and family that helped us out. [editline]8th May 2012[/editline] [QUOTE=Muntu;35871224]Supermoose is Gaben[/QUOTE] I could never be on his level!!! Thanks for the complement :) [editline]8th May 2012[/editline] [QUOTE=Otherhand;35871437]Agreed, but the game shouldn't have dancing. It should have idle animations and button-pushing animations. It should have some animation in the first-person view, since you see that gun arm more than anything else in the game, but all we get is the tiniest bit of recoil in the arm which is otherwise permafixed in one position. With mo-capping, you'd expect to see character step around when looking in different directions at a dead stop, but the feet slide around in contact with the floor instead. These characters don't breathe, like the characters in every decent HL1 mod did (granted, 99% of us were using the game's stock "_idle" motions, but they were there!). The game doesn't require any use of cover so you don't see crouching, let alone any animation that integrates with the environment. They run around stiffly with their heads in a fixed height and position, just like the "left the coat hanger in my shirt" characters from the earliest years of polygonal FPS games, so why the mo-cap? Mo-cap's a great time-saver for an experienced animator, but this team has employed it as a replacement for having to learn how to animate. That's my point, really. They've wasted money, and hurt themselves in the long run because they're still lacking important experience that the team desperately needs. --- Supermoose, I respect you for being able to pull off those moves, but the inclusion of those movements is one of the major downsides of the game. The characters shouldn't be drifting around performing cartwheels and sliding along the ground, and they certainly shouldn't be shooting without aiming. They're doing that because the pace of the gameplay can't allow the breathing space for animations of that length. This kind of poor planning is all over the game. You must collect skulls to progress, yet also push buttons. It's hard to understand why both of these things are going on, and it's no wonder experienced reviewers on YouTube have found themselves puzzled about how to get to the next stage, only to discover they left a button unpushed somewhere. I suspect the ideas of buttons and skulls were decided very early and stayed in throughout, without any real investigation as to their usefulness. I forget which reviewer was doing his wondering out loud, but there's a really important thing for you to note about the SP level design. In the first stage, the reviewer got on top of a ziggurat and said to himself, "okay, where [i]should[/i] the next item be?". It was still not making sense to him, but by a process of elimination he eventually managed to head off in the right direction. To a fool like Stixmaster, this is fine because the game shouldn't JESS be handing you the answers on a plate or SUMTHANG, but I hope you know better. Your game is about an arcade-ish fast pace, and it's not an open world like Far Cry 2 nor an exploratory game like Tomb Raider. The multiplayer maps aren't doing much better on mapping layout. From the earliest days of the Quake II/HL1 era, people were instantly learning how to combine areas of corridors and bigger, more open areas to encourage tactical play and to force the use of strategy. They provided areas of different height, to tease players into fighting over control of the most valuable territories. I'm not seeing the lessons of that history in R2012's MP maps.[/QUOTE] Yes I remember that youtube video. We're going to sit down and write down more things for the characters to say to help give hints and to have more of a personality. We are also going to re-design the levels so the pathing doesn't make you run around like the lines on a kids drawing. [editline]8th May 2012[/editline] [QUOTE=riceyrice;35871471]Has anybody seen the player reviews for this game on gamespot? [url]http://www.gamespot.com/revelations-2012/user-reviews/793246/[/url][/QUOTE] LoL are any of those reviews serious? I think I should read all of them.
With the reviews, I am pretty sure it's mostly just trolling. Same thing happened with big rigs etc [url]http://www.gamespot.com/big-rigs-over-the-road-racing/user-reviews/787047/[/url]
[QUOTE=Linkmister;35873666]I agree 100% with this, it's definitely a great time saver, but the extreme lack of first person animations is pretty concerning. Mo-cap should [b][i]NEVER[/b][/i] be used 100% of the way through, it should either be a nice blend of the two, or full on just hand animation, but since you guys lack the necessary experience you're gonna have to blend the two together to achieve great results. How do you achieve this? Easy, you push yourselves out of your comfort zones and put more than 100% of your effort into your projects, it won't be easy, and the results will take time, but that's the life of an animator. No offense, but the game itself seems to lack 3 things, effort, time, but most importantly, soul. Devs who haven't invested every fiber of their being into the project don't know what it's like to develop these games. Currently, the game feels like a blob due to the lack of a soul, it's just moving around trying to copy whatever the next best thing was. You guys can fix this, despite all of you being new to game development it shouldn't stop you from being able to sit back, look at what's been done, and do everything in your power to not only make it better, but give this game a personality of it's own.[/QUOTE] Very true. We will shape the game into it's own personality. You will probably see big changes in 6 months. Depending on how long it takes us to add what we plan to add and change.
Stixmasters post about Ken Danforths comments on the review. [quote]Who says he couldnt have bought it again? You again, well not you specifically, are acting childish imho about sum1 for sumthang that doesnt even really matter. It wouldnt be the first time a dev member of a game went out and bought their own product to try it out from a customers POV. ---Stixsmaster[/quote] :downs:
[QUOTE=Arvuti;35874289]Stixmasters post about Ken Danforths comments on the review. :downs:[/QUOTE] Yep, you bess believe he jess wiped his memmry to sperience the game threw a customer's peepers.
[QUOTE=Arvuti;35874289]Stixmasters post about Ken Danforths comments on the review. :downs:[/QUOTE] It is true that Ken hasn't seen the game for a very long time. So it has changed a lot since he seen it.
[QUOTE=Arvuti;35874289]Stixmasters post about Ken Danforths comments on the review. :downs:[/QUOTE] How does buying the game a second time change a person's point of view, what?
from [url]http://forums.steampowered.com/forums/showthread.php?t=2686931[/url] [Quote]Thoughts after patch... So now it's censored but not removed? I don't get it. Why not just remove it? [/quote] [QUOTE= Supermoose76]The reason we didn't remove the texture file is because we're using it.[/QUOTE] uhm
[QUOTE=Arvuti;35874224]With the reviews, I am pretty sure it's mostly just trolling. Same thing happened with big rigs etc [url]http://www.gamespot.com/big-rigs-over-the-road-racing/user-reviews/787047/[/url][/QUOTE] Obviously... Of course they're sarcastic reviews.
If supermoose/DAE would be ok, I'd be fine with posting a video on youtube about all the community interaction at this point, maybe to summarize the game and give people more background about the issues that came about. Not sure if we have enough but maybe some sort of Q and A through the posts on here. Just thinking out loud. Also video hits = money. Edit: money to me obviously.
[QUOTE=Psycho_Shadow;35874414]from [url]http://forums.steampowered.com/forums/showthread.php?t=2686931[/url] uhm[/QUOTE] oh god what someone must find where this texture shows up
[QUOTE=Psycho_Shadow;35874414]from [url]http://forums.steampowered.com/forums/showthread.php?t=2686931[/url] uhm[/QUOTE] is the nude file separate from her actual normal file what if they're using the nude file for the actual model, and the nude model just has clothes on? idk, im talking out of my ass trying to think of an explanation for this
[QUOTE=mixshifter;35876631]is the nude file separate from her actual normal file what if they're using the nude file for the actual model, and the nude model just has clothes on? idk, im talking out of my ass trying to think of an explanation for this[/QUOTE] That's what I thought but that's quite a strange way to do texturing.
[QUOTE=Kljunas;35876843]That's what I thought but that's quite a strange way to do texturing.[/QUOTE] Is there a better method of doing it? Please let us know. Any advice is welcome. [editline]8th May 2012[/editline] [QUOTE=Brt5470;35875797]If supermoose/DAE would be ok, I'd be fine with posting a video on youtube about all the community interaction at this point, maybe to summarize the game and give people more background about the issues that came about. Not sure if we have enough but maybe some sort of Q and A through the posts on here. Just thinking out loud. Also video hits = money. Edit: money to me obviously.[/QUOTE] What about a AMA on reddit? and I could also get certain questions to make into a youtube video.
I think you have to answer anything with AMA's, including financial questions, which you are unable to do so. I'm not sure though.
[QUOTE=Supermoose76;35876989]Is there a better method of doing it? Please let us know. Any advice is welcome.[/QUOTE] Wait so I was right? The nude model is apart of the regular model we see ingame?
[QUOTE=mixshifter;35877606]Wait so I was right? The nude model is apart of the regular model we see ingame?[/QUOTE] I have no clue.
Anyone have an extra copy of this game from buying it when it first came out? I'd like to trade you a couple things for it.
I wish this were cheaper. I'd have a good time laughing at how terrible this game is whilst playin it. Sure as fuck isn't worth it, though.
[QUOTE=Supermoose76;35877709]I have no clue.[/QUOTE] When purchasing a source engine license it says they provide additional support like special conferences and Q&A sessions did you receive any of this and if you did what was it like?
[QUOTE=Indyclone77;35878556]When purchasing a source engine license it says they provide additional support like special conferences and Q&A sessions did you receive any of this and if you did what was it like?[/QUOTE] The CEO must have received the information.
While you're here, Supermoose, you should have a looksie at a few of the sub-forums we have here, they might be helpful: [url]http://facepunch.com/threads/1160368[/url] Digital 3D Art Thread (contains useful advice, software and modelling tutorials, etc.) [url]http://facepunch.com/forums/240[/url] Programming Subforum [url]http://facepunch.com/forums/397[/url] Hardware and Software Subforum
[QUOTE=ewitwins;35878740]While you're here, Supermoose, you should have a looksie at a few of the sub-forums we have here, they might be helpful: [url]http://facepunch.com/threads/1160368[/url] Digital 3D Art Thread (contains useful advice, software and modelling tutorials, etc.) [url]http://facepunch.com/forums/240[/url] Programming Subforum [url]http://facepunch.com/forums/397[/url] Hardware and Software Subforum[/QUOTE] Thank you very much. I'll be sending this to the boss.
[QUOTE=RichyZ;35878963]1 year later and this turns into a killing floor tier indie game with a hidden facepunch reference[/QUOTE] Who knows ;)
[QUOTE=mixshifter;35877606]Wait so I was right? The nude model is apart of the regular model we see ingame?[/QUOTE] I highly doubt so, that's horribly inefficient for real-time rendering. The model most likely has a secondary UV channel that used the nude part of the texture instead of the clothed part. [QUOTE=Supermoose76;35879025]Who knows ;)[/QUOTE] As long as the rest of the dev team is as open to suggestions/advice as you are, and are willing to put in the time and effort required, then I don't see why this wouldn't be the case.
bodygroups probably.
[QUOTE=RichyZ;35878963]1 year later and this turns into a killing floor tier indie game with a hidden facepunch reference[/QUOTE] Stixmaster is the new final boss :v:
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