• Tales From the Galactopticon | BLUE AND HORNY
    4,989 replies, posted
:P
[QUOTE=TH89;22689776]The first big mod I led was a Matrix mod for Jedi Academy. The main mistake we made was dreaming up massive amounts of coding that our team wasn't capable of, and expecting the coders to just materialize at a later date. In the meantime we just noodles around with bullet effects and maps. The coders never materialized, and the team eventually got bored and drifted away. We never even got a simple reload system working, let alone the player classes, bullet time, kungfu melée combat, or any of the other features we'd promised.[/QUOTE] Which Matrix mod was that? I remember there being like several big ones in development back in those days.
The Matrix Unplugged.
[QUOTE=PLing;22703195]I loved when I was still in the game design school we did a lot of small projects. Heck, pretty much in the first weeks of school we were given a timeframe of 6 weeks and told to make a flash adventure game. Most people didn't have any industry experience, some knew programming and some art, others next to nothing. Boy, did we learn... :P[/QUOTE] was it one of those basic "click here to get key; click here to put key in door" kind of adventure games you see plastered all over flash sites that took maybe ten minutes tops to make by someone who knows what they're doing or did it have full character movement and functionality too rather than being the lazy first person stuff? six weeks for the ladder doesn't seem very useful seeing as nobody really makes any money off of making flash games. where's the big boy toys
The graphics were sideways scrolling pre-rendered 3d, we had a rather long storyline, 3d modeled characters with animations, recorded all the sound acting and effects ourselves in foley and keep in mind that none of us had been in a production of 20 (inexperienced) people before. In the end, we achieved most of what we set out to do, but it was very, [I]very[/I] unfinished by the end of the 6 week period. I actually made a literal last minute graphics change (we had about 60 seconds left before the presentation) which fucked the environment graphics up. :v: In hindsight, it was way too ambitious to start with (and I'm not sure what planet you are from but making a full-blown adventure game from complete scratch in 6 weeks would be extremely tight even for a professional company) and we should have lowered the scope early on, but it certainly taught us how [I]not[/I] to do things. :) [editline]11:47AM[/editline] And it wasn't for money. It's a school. We were there to learn, not to get paid. [editline]11:48AM[/editline] Hmm, this is getting quite off topic. So here's a [B]WIP[/B] model of the tommygun. [img]http://img267.imageshack.us/img267/9756/tommy007prev.jpg[/img]
It doesn't look space-y enough.
I think it looks just spacey enough
[img]http://www.babble.com/CS/blogs/strollerderby/2008/04/16-22/borat.jpg[/img]
[QUOTE=PLing;22723301]Hmm, this is getting quite off topic. So here's a [B]WIP[/B] model of the tommygun. [img]http://img267.imageshack.us/img267/9756/tommy007prev.jpg[/img][/QUOTE] Looks great, the only suggestion would be to increase the edges on the mag and the sight, they look a bit pointy D:.
I love the story, good work
May i ask if you're going to get native british speakers to record lines?
Yoo wanka'
[QUOTE=ZapDing;22727392]Yoo wanka'[/QUOTE] Well there is Cockey but there are other accents such as scouser, geordie ect. I have a decent cockney accent but it's nothing amazing.
Tommy Gun needs more Tacticoolness to it.
[QUOTE=PLing;22723301][img_thumb]http://img267.imageshack.us/img267/9756/tommy007prev.jpg[/img_thumb][/QUOTE] That's so nice. I love the Thompson. Only criticism I have is the main body looks a bit blocky, but it would probably look alright once it's textured. Also, the thing I really like about the Thompson is the grip; it just looks so damn comfortable. Maybe try and work that in, if you've got a few polys to spare, as it would probably be quite hard to notice.
[QUOTE=MachiniOs;22727366]May i ask if you're going to get native british speakers to record lines?[/QUOTE] We will probably try to find real Britons to do the voices, but we're focusing on the first level atm which has no Brits
[img]http://www.intriguing.com/mp/_pictures/grail/large/HolyGrail015.jpg[/img]
What mafia are those guys anyway?
New New York. The Fagotti family
[QUOTE=Uberslug;22739464]New New York. The Fagotti family[/QUOTE] God damn, when will there be a need for Russian/Soviet mafia, and not one based on burning spaghetti sticks and musical instruments!
Your mom
pow
The Fagottis' should have a gun that shoots meatballs at dangerously high velocities at people. This is assuming you guys are up to playing around with stereotypes a little.
[QUOTE=TH89;22739888]Your mom[/QUOTE] I wonder where would that take, once you put Flux Capacitor to such a time.
[img]http://fc09.deviantart.net/fs71/f/2010/171/0/7/Gcon_Flamethrower_by_Csp499.png[/img] This better be in the game, and [i]EXACTLY[/i] the way its drawn
Gahaha
Needs the KOTH sticker too.
I burn propane with propane accessories.
Propain
[URL="http://www.youtube.com/watch?v=QDyxpV_fnJo"]I'd say that full-out battle music should be somewhat like this.[/URL] Certainly would have a nice feel to it.
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