I play games. Alot.
Wow no Ivan's secret? Oh well, good mods.
Thats more like it! What parts will change color?
Actually, Uncharted 3 probably has even more amazing water than killzone 3 already does. It can make your character look wet (even partially, like up to his waist), it has really cool particle effects for water spouts, and even nails the physical and graphical aspects of the ocean. A particular section in a stormy shipyard with moving waves comes to mind, I could totally see that water in this level. Although it would probably take an unhealthy amount of time to replicate. All's im hoping is that it doesnt come off as a rigid pattern across a expansive sea, that always kills it for me when games do that.
Its pretty important though, water is probably one of the most technically difficult things to accomplish in games - graphically, computationally, and programing wise. That and fire, maybe.
This isnt animated yet, right?
As for sharks, sharks detect electricity from biological impulses very keenly - even further than they can see. It is also painful for sharks to take square impact to nose, cause that is where the electric seinsing organ is. Maybe you could incorporate one of these things somehow? Like a small-proximity motion sensor that can have incapacitated/damaged effectiveness? Sprint function for mako (he's the fastest shark in the sea after all!) to keep him interesting. Watch out with tiger, try to keep him interesting despite his role as a midpoint between two extremities. Some ambient, lesser sharks, to keep the player on his toes and provide camoflauge (that would disperse when near the great white to alert player)
For divers- there is an 'anti-shark' device that emmitts intensely uncomfortable sonic frequencies for sharks. With this, it could make the image get fuzzy for shark as you get in very close proximity, making it difficult to tackle the diver (two-edged sword as you can be detected easier). There are also these anti-shark suits that are basically like thin chainmail. They are effective against medium sized sharks and could add a second or two of survivability for the hunter, making him more durable than the other classes (in addition to the fact that he is a badass). This might make you move slower or could be a purely visual explination for hunter's probably better health than others.
General suggestions, would be cool to choose equipment (general or class-spcific) on the boat before decending, especially with the previously mentioned diver equipment. You could balance the equipment by giving it a downside if chosen, or have a limited number of slots. Multiple possible spawn locations for the boat would mix things up for the sharks. Jaws references :D
As diver, and maybe you are already planning this, but you could add the diver's mask in first person. Would make it scarier getting attacked from side cause of narrower sight. Sound of breathing through an air tank would make it tenser, though I feel you perfectly captured the feeling of suspense and constant looming.
As for the shark, I don't know what they should feel. Sneaky, I should think. Great whites come from underneath, hence their dark camoflauge/coloration on top.
I dont want to complain, everything looks nice I just have one thing about the weapons. I was wondering if some of the ones you have made have totally fixed addons such as those reflex sights. It might be an OCD thing but I find it annoying in certain STALKER mods with new weapons that there are certain things that can't be removed, unlike the vanilla weapons. I understand that you would have to make new seperate scope models and that would be a bit of a time consumer, but it would be really nice to have to either buy or find certain things seperately, else it makes some of the new weapons feel... missfitting with the typcial vanilla iron-sight weapons. It's just a peeve of mine, I spot a M4/M16 variant that is considered new gun because it has bunch of unique addons, I wonder why people don't just create the addons so you can have your own version as opposed to a specific combo that you would have to carry seperately and that is unmodulable.
And for some stuff like the M24 that has a fixed scope like the SVD, can you modify the scope by upgrading your weapon?
Any case, nice work.
It is genius.
Will it be possible for this dude to grab you by the chest?
Nice pictures btw, I can just see myself freaking out to this!
Hey, this looks amazing, but i was wondering - would it be technically feasible to change the texture of the gun (even only a bit) depending on the condition of a gun, for the purpose of visually illustrating its condition?
Haha this looks nicer than SC2! It looks like what warcraft 4 should be. Amazing art.
Its great, I only wish there were better trees.
Hey, will the unseen be black and turn to that semi translucent style once its been explored?
Now all you need is mist hanging around the ground, heh. You must have some master coders with you, good job.
So, what are the plans for the egyptian faction?
Awesome idea, btw. Good old AOM, what I would give for a sequel!
Good luck with all that. Don't worry, most mod developers rarely have their mods at the top of their to-do list. Just remember, sometimes you don't realize how much you enjoy doing something in till you start working on it and you realize you can't stop when you are in the middle of it.
Great looking planet, but rarely IRL will a planet have a green atmosphere. Or gases that manifest as green. Not that that really matters.
Anyway, great engine. Would be awesome if you perhaps included a few more planetary phenomenon. Like northern lights and other stuff.
Stoner expression lol.
In all seriousness, great work.
Did you happen to see this in walking with dinosaurs XD
Great thing to include.
Hahaha. Very nice.
Nice! Wait, do you make like a model every day or two?
Sexy. Very sexy.
This is awesome, but is it compatible with complete?
Awesome concept. Good to see it develop so nicely.
What mod is that?
I think a perfect solution would be to have a few in game options for the HUD. But please add the ability to turn it off totally.
The scene planning is brilliant. That green light is perfect.
This game looks like it took the manpower of 50 people to make. Nice. Just wondering about the gameplay, will we find ourselves walking around trading, finding or buying things, inventory system or no, length/kind of campaign, different characters to play as, or no? ect. Or can someone direct me to where they have info/features on that?