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What's scary to you?
Have you played Penumbra?
That gun looks so grey I mean great!
That level looks freakin' hot!
Wow! Very cool. Great work!
Some qual looking work there. Especially the pistol texture!
A nice lot of features! Will be interesting to see - tracking :)
Congrats on finishing your 1st year!
Looks great, love the sounds.
The reload animations are noticeably slow though.
Wow! Beautiful textures and artwork guys. Everything's looking (and sounding) top notch!
Out of interest, how does working with Intel help you? Do they help you optimise the game or something?
Nah mate, it's a good point, but all it emphasises is bad English.
Capitals are used for starts of sentences and proper nouns.
To emphasise words like that in a sentence, you generally format them using bold or italic etc, colour, or possibly even make the entire work small caps, which capitalises them but on a smaller scale - I've seen this done in film I'm pretty sure and thought it was odd but it can work. Personally I don't think it would suit this case though.
Anyway, only a small, simple mistake :)
Great idea, cool theme and style, good teaser, awesome work!
Btw, what's with using capitals on the wrong words these days? *parents, *there, *wrong...
Keep up the good work though :)
Great, well done!
This is brilliant!
More video gameplay showing off the features of the game. Show off whatever makes HaJ special, rather than showing what every other game has already (running, shooting, dying, etc).
Personally I'd like to see more action from the first person view so then I can see the guns and textures and how they react and sound when fired - more guns! I'd like to see more footage of fighting. Footage of someone running across a bridge is barely enough to 'tease' anyone, I imagine.
What's with all the 3rd person view footage? Is that taken from the death cam? The game is played from the 1st person isn't it? So why are we watching a video mostly from the 3rd person?
Many (if not all) of the features that ginger_lord spoke of, above, were not evident in the video.
Examples and in-game footage of teamwork, the capturing system, the movement system, would be nice to see. If these are features that differentiate HaJ from DoD:S and such then why aren't they shown? Most, if not all of the current features in the game should be shown, if possible.
I really like the look of a lot of the maps from the screenshots I've seen but I've never seen any gameplay footage of it, which is a pity. All we have is this dark map which hides most of the details. If that was the plan then fair enough, but then again, isn't this meant to be a teaser?
Hmmm, I wish a better example of the game was shown. I've been keeping a keen eye on this mod for years and have read all of the many updates and this video doesn't show anything that I didn't know before.
I know this video was recorded a few months back but why post it if it shows nothing new or different from what we (the regular readers) already know? It doesn't even show anything different from the most basic WW2 shooters which we can play today.
My patience is beginning to wear thin. I think it's about time you guys release something that really shows off the game and its distinctive features because this video really doesn't cut it.
I don't mean to discourage you guys but there you go - an honest opinion of a regular lurker.
And why not use the in-game recorder instead of that Frap?
I hope you guys can find the time and effort to at really show off this mod, at the very least. Good luck.
I'm liking the frequent updates. Good work guys!
Wow! Looking bloody fantastic!
Loving both the concept drawings and models!
Keep up the great work.
Excellent! Thanks for the news.
Looking forward to next Wednesday (Thursday in Aus)!
Great interview and video! Thanks very much to Noesis and team Dystopia.
Too true, and in the end that's what it all comes down to.
However, the advantage of being "indi" developers or modders and not a AAA studio, is that you've got the freedom to experiment with things like this. You don't have a publisher looming over you, threatening to cancel your game if you spend too much time or money. You also don't have to worry as much about what your users think of the game, as it's not like they're wasting any money either.
It's good to know that you considered it properly though.
By the way may I ask what your plans are regarding the voice over/subtitle narration?
I've gotta agree with doublethink. I'm sick of this Hollywood approach to acting other nationalities and languages (Valkyrie).
People can read and I think you'll find that they'll understand what's being said better by reading than listening, as they won't be so distracted by the visuals as they try to listen.
What is most absurd is when non-European actors voice European accents. I know most people wouldn't pick it, but for us who don't live in Hollywood la la land you can pick it from a mile off and it's about as effective as a bad joke without the punch line.
Also, the Russian-speaking-English accent has been so overdone (Stalker and Call of Duty) already, I'm sure a change would be welcome.
In the end though it depends on who you're targeting with your game.
Not bad! The screenies look really good, you've got the lighting nailed.
The video very cool too. The lightning ain't too bad. It does look a tad odd. Maybe it's just the direction of the light, or the syncing with the thunder. Or maybe it's too white - might it need a blue tinge in there somewhere?
Also, could the lightning effect be done with colour correction instead? Might this help?
Cool. Simple models and good textures.
I was listening to the track by John Imbler. I understand that it's meant to be background music, so it shouldn't be too distracting, but have you thought of using some Dubstep [ Youtube.com ] influence in there? It sounds similar to the bass beat in your track, but catchier and with more tone and rhythm.
Dubstep is a pretty good electronic style for games actually, as the bass is less intrusive (though still powerful) than the sound of hard-hitting drums. It can also sound pretty dark - which might just suit your mod perfectly :)
Keep up the good work!
Happy Birthday :) Nice map.
Yeah I agree, consistent quality has been shown. Shows a tight and focussed vision amongst the team. Thumbs up.
Good quality character and sniper concepts, looks very cool. Map textures are looking great, supporting the theme very well.
Cool model! I love the textures on this one. Only this is that the fingers seems too perfectly straight. Whether or not this will be noticeable in game in another question :)
*cry* Leave Curse alooooooooooonnnnnnneeeee! *cry*
So when is Fileplanet going to start promoting your mod so we can download it?
Seems pretty inconvenient, having to delay the mod in order to promote it when you've already got a fan base who want to start downloading and playing now.
Texture res looks really good! Not too high, not too low.
I can't wait to try out the melee and that HUD helmut has always looked kickass!
Good work guys, looking forward to release!
From a coding standpoint :)
The maps are looking really good!
Good to hear about the "deploy on anything reasonable" method for MG's. How difficult is this to do?
That's one awesome looking ape!
Looks awesome! I'd so totally play this... if I were to buy an iPhone.
So glad to hear that the maps are being fixing. Some of them had some shocking mistakes and it's surprising how often they ruin a game. So good on ya's for putting in the effort to improve the maps.
Sounds like you're on top of everything, but I have one thing to add. Sometimes there are spaces that look like you can fit through but you can't, due to the space being just a couple of units too narrow. I noticed this in the spawn on the beach in Monastery (that's the one where you take loot to the boats, right?). It's frustrating because sometimes you just waste time taking a route that turns into a surprise dead end, but it's most frustrating when you're in a battle and you're looking for an escape or quick route, only to end up being raped in a corner that shouldn't be.
So please make spaces like this either obviously narrow or obviously wide, so they can be judged from a distance. Anything in-between causes confusion and frustration in gameplay.
Good looking map there!
Very good logo, portrays the game well. However, the artwork takes away from it I think. The quality looks fine, but you can't actually read the logo properly as there's too much cloud in the way and the game's not about flying and bombers, is it? Why not emphasise what the game is really about?
I'm wondering the same as Varsity.
The sun doesn't cast sharp shadows like that unless it's a very clear day. Even then, there's always some diffusion. That scene doesn't look like a clear day, it looks overcast, so having sharp shadows in a scene like that makes it look like they're coming from a giant lamp or... a dynamic light.
With radiosity you get natural looking light and diffused shadows, so I'm wondering why you'd want to have these sharp shadows from dynamic lighting. Doesn't sound like a good idea in terms of performance or visuals.
I think what's missing from this pic is that WW2 European feel. The grass, trees, foliage and even rocks don't look natural European. I think more accuracy in these details are necessary.
The scene of the beach looks just about as real as it can get! All the textures look great.
Probably the best looking gun renders I've seen! Textures are great, model look good.
Good voice acting although a tad overacted in parts, I thought :)
Looks really nice. Cool looking characters!
It doesn't quite make sense to fully optimise when the game's still being developed now does it?
This is awesome! Well done, keep up the good work.
I can taste the difference.
Is that Jedi second from the right checking his watch? Like, what, he's gotta be somewhere?
It does look bigger than the concept. I think I like the robot's weight from the concept better.
The glass, wood and ceramic tile looks too slow in response to the bullet. The concrete one looks like it responds quickly enough, but the dust looks too small and dense.
These walls are meant to look like they're being hit by a high impact bullet, not like they're having a smoke, right? :)
Keep up the good work.
Looks great! Ahhhhh, the nostalgia.
I wonder what the music is on the am firing range video?
Very very cool.
Is that REM?
The track sounds really well done. Good work!
I second this.
*Hate* it when that happens.
Again this can be helped by filtering the servers by ping so within a few seconds you have all the servers under 200ms say and then you're ready to go.
Thanks for the news!
Looks brilliant. Artwork is fantastic!
Looks interesting. One day I'll update RO and download this and give it a go.
Mentioning the ultra realism is a good point because that's what reminded me of why I didn't get into RO. The close quarter maps were fun, but the large open ones weren't so much. I think with a proper team who would stay and work together would fix that though.
So much work to show off! Great stuff guys, keep it up.
Some very convincing mapping there! Excellent work.
Sweet, first saw this in an episode of L&O Criminal Intent just the other day. Good stuff!
Very good work on the hud and I like the addition of the grass moving when the missile is launched! Very nice!
Co-op/Singleplayer hey, didn't see that coming!
The game from that video looks great. So you can heal teammates by giving them a drink and fire arrows with bombs attached? Awesome. I like those additions.
Not bad. Cleverly created video there and the mapping from the images look good, although very dark to view. Based on the synopsis I quite like the idea!
As with any mod, more content would be help to entice us and show off your mod :)
Oh and I forgot to ask... what does the player actually do in this game? Do we get to shoot aliens? :)
That was a kickass vid!
Looking fantastically convincing! Textures look very detailed and realistic. Keep up the good work!