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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?
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.
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 :)
Good quality character and sniper concepts, looks very cool. Map textures are looking great, supporting the theme very well.
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 :)
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!