Juggling this project with school is quite the challenge. I'm personally pleased with how things are shaping. I'm also very grateful for the moddb community on supplying moral support, and motivation. In the last news article I announced the move to the Unreal Development kit, and it seems to be accepted well upon moddb. but in that article I never really had any content to showcase. now that I've got more content, we should get started.
My concept art would never look like this if it wasn't for a little inspiration from school. Watching a few student peers at work really gave me that "ding".
Welcome to San Francisco.
Most of the environments will be very "Cameron-esque"
But others WILL step out side of the canon a bit.
Hopefully from those concepts, you'll get the Idea that the game's campaign will take the player through various backdrops. And theoretically, these flavors of atmosphere will spice up the gameplay and pacing as you move from one scenario to the next.
An enemy type that's been tossed around for a bit,
hopefully will make its way in game.
Some iterations like facial hair, and certain armor pieces on the resistance soldiers will allow
the player tell apart "redshirtNPCs" to "MainCharacterNPCs"(close squadmates).
And here is the latest iteration of the resistance assault rifle.
Working the gameplay mechanics back from the start may seem frustrating, but UDK's powerful tools actually makes it quite fun. keep in mind that these videos are severely work in progress, at lots of tweaking still has to be done.
Here is the first gameplay vid I'll show you.
And here is the second.
Think of these as early test labs tho.
No matter how far behind I'll get on the project, I will not break my promise to be releasing a demo in July. It may not be developed enough to get proper feedback, but it will give the Moddb community a chance to get their feet wet. as for a full release date, it's not even close on being determined. just keep in tune for what's to come. Thank you and enjoy your summer.