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3 comments by SirBaron on Aug 3rd, 2010

August Update:
X32I has been in a rather slow pace for the past few months, due to many problems within my life, and for other members, thus not much has been done. However things are starting to get back on track now, and production has resumed.

In this update we have a few pieces of work that have been produced lately, and some music from the CE2 version of the project. 

In-Engine Hanger Bay shot:

Concept, created, and textured by Phil Booth, almost a one man army it seems. As you can see this WIP hanger bay is coming along very nicely, and will be the area where you customise your player ship with new parts you acquire along your journey, and interact with a few of the NPC's working within the hanger bay it self.

Hanger Bay Preview - Created by Phil Booth

Player Pilot suit:
Concept art created by Paul Tallon, this shows you the design of the player suit, which is designed to withstand the harshness of space, in-case the cockpit was to become compromised.

Player Suit Design - Paul TallonPlayer Suit Design - Paul Tallon


X32I - Music Tracks:
3 tracks produced by Gareth Coker which where used in promotional videos, of the CE2 version of X32I.




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Apr 2, 2010 Wallpapers 0 comments

Logo wallpaper of X32I in 1920x1200, or 16:10 format.

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Post comment Comments  (30 - 40 of 63)
weasle
weasle May 22 2010, 12:16am says:

really disappointed, I share the same feelings as SAS_elite, I was looking so forward to playing this mod on the cry engine but now I cannot play it for I do not have the unreal engine.

+1 vote     reply to comment
SAS_Elite
SAS_Elite May 11 2010, 9:04pm says:

Disappointment is not the word guys. You had a chance to show the greater potential of the cryengine, and I personally saw a greater substantial improvement on even the attempts by Crytek to display the power of their engine. Don't expect me to pay for it, and I'm not even going to bother to track it anymore. This isn't about money, as I would have been willing to pay for it before. It's more about principle. I wish you the best of luck but I think you are selling out.

+1 vote     reply to comment
SirBaron
SirBaron May 30 2010, 2:08pm replied:

Well what you think is incorrect, it's not out fault we cannot make X32I on the Cryengine it's the fact that it cant be made, the modsdk is not suitable for our needs, and the editor that comes with Crysis/warhead is buggy to say the least.

If it can't be made on the Cryengine with what we have available it can't be made, no amount of whining will ever change that. Do you really believe I wanted to dump a engine I've personally worked with for 3 years to a engine I've never worked with for the sake of "selling out"? No, fact is, X32I can not be done on the Cryengine unless we have access to a Cryengine similar in style to the UDK, but the fact is Epic came and delivered what we need to make the game, and we took it.

+1 vote     reply to comment
Kozmoman
Kozmoman Jun 2 2010, 9:42am replied:

Yeah Unreal Engine is awesome too.And important thing is developers not engines.I'm waiting for a good game.

+1 vote     reply to comment
Bolognius_Maximus
Bolognius_Maximus Apr 15 2010, 5:32pm says:

I like this! Sp[ace games are the best! Good luck guys I'll be checking your status weekly!

+2 votes     reply to comment
tyranuus
tyranuus Apr 11 2010, 11:55am says:

How long is a piece of string? I'd be tempted to say until we're happy with it, but as a guide, once we've got the first episode released, you should be looking at less time than it takes for Valve to release one. :p

The first chapter will always be the hardest, because not only are you working on ships, models, writing, casting etc, you also have to get all the fundamentals down and working, once you've got the basics done, its effectively just content creation, beyond any improvements or 'upgrades' introduced between chapters.

Once we have the fundamentals lain down, it means A) the remaining chapters will/should arrive quicker B) We will have more time to focus on polish, presentation, or other bits and pieces.

+1 vote     reply to comment
The_Game_Pope
The_Game_Pope Apr 11 2010, 8:11am says:

Question:
How long will one episode take???

+1 vote     reply to comment
AndrewofDoom
AndrewofDoom Apr 8 2010, 12:50pm says:

I'm curious, where do you get your sources of inspiration from when designing ships?

+1 vote     reply to comment
tyranuus
tyranuus Apr 11 2010, 11:45am replied:

Its rather random. Ship suggestions I've come up with have usually been based around objects or things I've seen elsewhere, whereas some are simply based around a concept with a rough idea of what it should look like, as Im not a concept artist though my contribution to this side has been limited.

+1 vote     reply to comment
tyranuus
tyranuus Apr 6 2010, 4:12pm replied:

No,it means unlike a mod, which is free, and produced to relatively low standards (usually, there are exceptions), as an indie title we aim to get the title to a releasable state, and do just that.
Obviously as an indie title though, it wont be amazingly expensive, even more so because we're going the episodic route as it's easier to manage.
Hope that makes sense.

+1 vote     reply to comment
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X32I Episode 1 : Dissension
Platform
Windows
Developer
Vertical Horizons
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X32I Episode 1 : Dissension
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