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It's amazing to see the various parts of random generation intertwine and form a lively whole like this. The way everything blends together feels much better than even in DF :)
Why do crossbows share their skill with bows instead of guns, though? Both crossbows and gunpowder weapons are pretty much point and click in usage and fast to learn, while bows are unique and take years to use effectively. Is there any special reason for this?
That actually isn't that bad! Especially Sean's voice, considering you had to voice a young female dragon yourself. It's not release worthy, of course, but it's far better placeholder material than you could find elsewhere.
SinKing has a good point that big blocks of text in the tutorial are pretty boring. They are fine in the rest of the game where you can find interesting information on the game world and the plot, but in the tutorial, players want to start playing already instead of having to read several paragraphs. If you can, show and don't tell. If you can't, make the text short. Very short. A couple sentences at most. Also, several short hints are better than one larger block of text.
The new phone is a really interesting addition, but I could see it become annoying after having to deal with it for some time. Including some key shortcuts may be a good idea here.
Whoa, didn't expect to get it right! I only thought of player rotation because of that giant "4SALE4 sign turned 90 degrees.
Those are some strange angles in the picture. Let me guess: 6 DOF player rotation and ship rotation?
Yeah, it's more convenient to have the video here, but if the problems persist, there may not be much of a choice. Maybe try contacting the staff about it?
Aw, that's a shame. Is there any probglem with Youtube, apart from it not being a ModDB video?
I just watched the whole video again. You can't stop me! =p
Eh, I'm still not convinced the video compression isn't hiding the details. The realistic normal maps are very subtle, and even in 720p the compression artifacts are noticeable.
Perhaps it's the combination of the subtlety of the effects in combination with the video compression that makes it so hard to see? I watched it in 720p fullscreen and it definitely helped, though it still seemed somewhat flat and unnatural. Perhaps can only really be seen when playing with the engine...
By the way, what about displacement mapping? (like in Http.developer.nvidia.com except less pronounced) It seems it would help with materials that have lots of height variation, especially at grazing angles, like Rptd.ch or Rptd.ch
Really great editor, the ability to customize pretty much anything and see how will it look in the game looks really handy. The only thing I'm missing is not seeing a preview of the object you are trying to place.
Does the engine support normal, displacement and specular maps? The city is looking great, but livening it up a bit with these techniques would go a far way to making it look comparable to modern games.
Also, seeing the Shield Liger in the city really changes one's perception of scale. I knew it was big, but not that big!
Every single time I think I can't possibly become more amazed by an engine, I get proved wrong. Really, this would be hard to believe if I didn't see the proof right before my eyes.
This is beyond amazing. Just yesterday I was wrestling with ribbon trails in NeoAxis and wished there was an easy way to do it, but all the possibilities Dragengine gives are unbelievable. I really can't wait to put my hands on it!
By the way, does the damage readout screen in the Liger actually correspond to how much you shot it up, or is it just a texture?
Maybe I am. Hard to tell. xD
That moment when you accidentally push the minus button instead of the other one..
Things are looking great, both the zoids and the new scattering techniques. You are right to call this superior to AAA engines in some ways. It's a miracle you haven't been assimilated into one of the companies making engines, but a very happy miracle for the indie community. :D
Somewhat misleading. 4000 times almost nothing is still very little and withstanding two pounds of dynamite is still not much significance for an object with so little momentum. Also, it may be the best solid insulator known, but the best insulator is still vacuum, because it entirely stops conduction and convection.
I highly doubt many people know that Tyrannosaurus was closer in time to the 21st century that to Stegosaurus.
My goodness, I have seen you do many amazing things, but this one took me completely by surprise again! If there is any game with the right to be called a voxel game, it's Scrumbleship. The amount of detail is simply mindblowing.
What do you expect the performance hit of the shadows to be once you are done? Will there be a way to downgrade shadows for slower computers?
Sounds: I finally noticed the shield sound, it was much easier now that I was actually looking for it. Previously I just considered it to be some weird noise.. It would certainly be helpful in the bullets didn't play a sound every time they are destroyed but just when they hit a shieldless ship. As of now, one can hear random detonations when there are two AI ships battling nearby and some of the bullets they shoot disappears next to the player ship, and it feels somewhat strange.
Sun damage: Well, at least seeing it does damage is certainly an improvement. Are you using the collision system to check for damage currently, by the way? It seems the damage is done as soon as the ship touches the faint corona around the sun. Maybe checking the distance to the nearest sun would work better in this case?
From a gameplay standpoint, luring the enemy ships to come closer to the sun to get themselves destroyed is very fun, although quite hard. Making the damage more gradual and at longer ranged would make it more risky but also more rewarding, especially if some kinds of dropped cargo could withstand the radiation/temperature near the sun.
Bullet speed: Perhaps making the missile quickly slow down to its maximum speed would help? Ideally, the missiles would have inertia just like ships do, but that would make it much harder to write the targetting code. Although there's an example of it done here: Codeproject.com
I definitely am enjoying the game, yeah. I keep coming back for the newtonian combat and because of how unforgiving the game can be if you are not careful - often when two AI ships are battling, I get my face full of stray plasma bolts and am out of shields and at half hull integrity in moments. Same when the AI ships spawn right next to my ship. Giving the game more depth would be wonderful!
There's a few more remarks I have, too:
- The explosion and bullet hit sounds are quite loud compared to the other noises, as is the chaingun sound. It would also be great to have separate sounds for when shields and the hull are hit, it was an indispensable audio cue in Tyrian and I think it would work just as well in PewPew.
- The sun damage is done fairly weirdly, doing nothing until you almost fly into the sun in which moment you are vapourized in less than a second. The damage should be done more gradually in a much larger area, with more damage done closer to the sun. Ideally, the sun would only raise temperature of the ship and that would do the actual damage.
- The speed of the ship is not added to the speed of the bullets shot, which makes aiming rather unnatural in fast ships as the bullets travel barely faster than the player does. Would be nice to see that fixed.
I have had a great time playing the game so far, so giving back some feeback is the least I can do! ;)
Edit: Huh. I'm sorry, I had to split my comment in two parts as the it was longer than 2000 characters and forgot to post the second part..
It would make sense to abandon the graphics as there's only a limited amount you can use until you run out. Still, it would be amazing if you could get your own graphics in a similar style.
- The crashes give just the generic Windows error that the game encountered a problem and needs to close. I'm still running WinXP if that helps.
- Ah, that sounds like a good way to balance high mass. Perhaps in addition to diminishing turning rate and acceleration, high mass could reduce max speed to a degree? The acceleration penalty is nearly enough as it is to provide a proper disadvantage, as it's only really noticeable when you unload everything but the thrusters and shields from your ship.
- That would be great. I noticed the ship can go backwards, but trying to go backwards to slow down does not increase the rate of slowing down at all. Is the rear motion used to slow down the ship already? If so, that's pretty awesome.
- The missile mechanics are much deeper than I have expected, and playing around with heat mechanics affecting the is a lot of fun already. Perhaps a flare dispenser could also be included that would deploy an object with the temperature of several thousand degrees to lure any heatseaking missiles away? Of course, it's "ammunition" would be limited and you could make it so that a missile impact would destroy the flare so that one flare wouldn't save you against a missile swarm. That said, it strikes me as slightly strange that a plasma cannon heats less than a chaingun.
- UI programming can be a real pain, so I understand why you don't want to do now. There's a host of more important features to be implemented sooner anyway.
I must admit, it was the Tyrian graphics that have drawn me to even try the game. I'm glad they did, as it's a pretty fun game, even if it's still just an early alpha. I really like games with newtonian physics, and you have already managed to make the combat fun too! Do you plan to keep the art direction similar to Tyrian?
Bug reports: Found 4 different things making the game crash: Opening the map, opening the inventory, trying to click any of the thrusters and trying to fly a ship without shields. The map thing is especially annoying, as it keeps me from seeing more than one system.
- The Fang- uh, I mean Banshee, is extremely overpowered if you install cannons in all three weapon slots. Being able to trade missiles for guns or the other way around is a nice gameplay feature, so perhaps the rate of fire of all guns should be slowed slightly if there is more than one gun installed?
- I find the "space friction" to be pretty annoying, as it forces me to hold space all the time just to go where I want. Which is not bad in a game with varied terrain and such, but this is space, after all.. Maybe allow us to toggle "inertial dampening" so that we can float in space if we want to?
- Missiles shouldn't be locking on your own spaceship, even if they are heatseaking. Or well, not right after you launch it - if an enemy flies by you and you are much hotter than it, fine, let the missle change the target, but having it turn around just to kill you when you are there alone is just silly.
- Drag and drop in planet buy screens? Much more intuitive than having to double click, even if it's slower.
I wonder if this is going to make ramming a viable strategy? It would be amazing to see people actually build and use ramming ships, or boarding ships specifically designed to open a hole into the enemy hull and send some boarders through.
Wow. Does this mean players will be able to edit meshes ingame?
My goodness, this looks wonderful. First Scrumbleship gets much improved graphics, and now being able paint directly on our ships? Looks like my favourite space ship developers are on a roll tonight! :D
Does this mean this will eventually be like a Photoshop-like image editor? (well, less advanced but in a similar spirit)
That's a wonderful improvement to the graphic side of the game! Definitely makes a huge difference, larger ships should now be a pleasure to look at.
I wonder if a FourCache for even more distant blocks would be worth the effort?
I just wonder why did they place the ring of the solar panels around the edge of the shroud. Although looking at the copper scaffolding connecting them with the engines, I guess the panels are supposed to work in reverse and radiate out energy instead of absorbing it. For a moment, I thought somebody wanted to capture part of the energy of the massive rocket exhaust, though. Would be fun if it was actually possible, even though it would likely be very, very ineffective.
Oh god, I'm replaying Unreal right now and you just reminded me that soon I'm about to be running around with a searchlight shooting glowy enemies.
Definitely right about the feeling of this level, too. Doom 3 was mostly dim, but The Darkening level of Unreal was pitch black, like this.
Especially since it seems to rely on gravity or other force to pull things down. What happens if when an upwards force starts acting on the lab? All the chemicals would get spilled :D
I loved that ship.
Too bad they took the Entrepneur MKIII from the game Flatspace 2, it was the best pirate ship ever - twin turrets and lots of cargo space on a fighter-sized ship, that allowed me to kick some serious *** in the first game.
I would love to see players actually design and build irrigation systems themselves. After all, hydroponics can serve as an infinite food source, so it would make sense if they were something requiring a little effor to build and maintain.
Also, a shameless plug here, but I would love to see the whipple hulls added to the game. It would finally allow us to build more practical ships.
I still have to make slope and corner versions of the thick whipple blocks. Then there are the bumps and curves, but I'm not looking forward to creating these..
Quite nice! Does this also mean we will be able to walk inside our ships?
That sounds good, I was a bit afraid this thing was a single mesh we would have to build around. 35 parts is a lot more than I thought this would have and should give the game a lot more variety. Good point about the similarity to Minecrafts-in-space too :D
Interesting. Is this one whole mesh, or actually built from several smaller meshes?
Oh my god that's a gigantic one..
Hmm, deja vu :D
True! That didn't even occur to me. Well, I believe a spacesuit is the best escape pod, but people will likely disagree with me. With its gunsweapons and agility of the best fighters it could be a good luxury pod for wealthy captains. The shuttle and tug ideas are also great!
When all shielding you from the vacuum of space is a sheet of aluminium, you wish people wrote on at least metre thick blocks :P
Either way, I personally consider the design to be a failure. A single hit practically anywhere can be enough to disable the whole ship, it's going to be tough to fly and especially dock since it must dock sideways and the weak firepower meants it will be just a pest to anything bigger than a corvette. The only advantages it has are being extremely cheap to buy and use.
Now thinking about it, this is the kind of ship that the stereotypical evil empires use - weak, but cheap and easily used in hordes.
Interesting looking bug!
Mount points seem like the ideal solution gameplay wise. Coming from my experience with games that used it, it's easy to grasp and use, still presents a lot of variation (especially if a lot of different components are needed for a weapon to work), limiting their amount can be used to balance the components and add challenge to weapon designs. It even makes sense - modular weapon parts would probably come with a few factory-made attachment points on them.
Oh my, I love that style! Utilitarian yet has its style, exactly how most real weapons tend to turn out.
Space fog? :D
That sounds amazing! Can't wait for the release! :D
What kind of advantage do you plan to give this material? Laser reflectivity?
Looks useful! I can foresee there will be a lot of information spaceships will need, and different ships will need different kind of info. An ability to customize the HUD for each ship would be very helpful.
That's indeed what I wanted to say. I blame sleep deficits :p
Clever system, I like it. Modular, wich means it allows tons of variety in the game - exactly what sandboxes like StarFire need.
Would be cool to see binary planet systems in the game.
Looks interesting! The diameter is especially funny.
Evolution of the space turtle factory, I see. It looks big - how large it actually is?
Don't worry about that, to me it had happened so many times I have lost count already ;)
You are a punny one, aren't you. But yes, I am excited. The game has kind of a lego feel in the editor, but the cockpit view definitely fixes that!
Great to hear. Don't worry, we will all be waiting ;)
Digital camo in space? :p
Pandora II is a patrol destroyer derived from the original Pandora (image: Moddb.com ). It's a rugged, reliable design developed for long patrol trips, guard missions and hunting down smaller enemy vessels.
The Medusa is a carrier-borne torpedo bomber (on this image it is loaded with eight NS-1KCh kinetic torpedoes). It's quite heavy for a ship of its size, but still quite fast due to a large array of engines on its back.
The hornet-striping is actually gold-obsidian, but it was a good guess. I thought the black was basalt before taking a look ;)
The Hornet is a cargo ship, but a very dangerously looking one. I would certainly consider any attacks twice.
I really enjoy these tracks, some of the best soundtrack I have ever heard in a game, indie or not.
This looks very promising, I am already tracking the progress for some time. However the genre of block building space sims is starting to get really overused, with Blockade Runner and Scrumbleship being the main players. Have you considered a more novel goal, such as a space based tactics game, or a sim with an emphasis on teamwork?
I really like the frost effect, it looks great!
If you bought the game, you can go to scrumbleship.com, go to the forum and click the 'Share ships' button. That will show you the list of all ships uploaded by the community.
ZeroKnight is a cruel god.
Poor Cobra! What did the frigate do to deserve such a terrible fate?
Especially if built on the same chassis.
Woah, just made the maths and it seems this hauler is extremely well built. It's relatively cheap, light and very, very fast. It also has a lot of point defense and is pretty well armored. The only weakness I could see is the vulnerable main fuel tank.
I like this one, looks like a formidable military tanker. I'll add it to the statistics if you post it on the forums.
I had to save space to afford a large fuel tank and a spacious cockpit so I simply put the wiring into the walls. Worked out great in the end.
Well, so much for Minotaur being able to endure more fire than other ships. Back to the drawing board!
Oh, dammit, can't wait for the bleeding edge :D
It will be fun when our ships start melting at the engines because we forget the cooling.
Are those green lights?
Then, uh... MINECRAFT STYLE! PUNCH THEM ALL TO DEATH!
Yes, I noticed, and it means I can finally replace lasers and lead with a much more reliable and simper systems in Project Dracula. Fission reactor will help too.
Though the explosion will probably have much lesser radius in vacuum and a medium plate of lead should be enough to protect yourself against poisoning at any distance.
Now only if there was a way to make the game fullbright or somehow disable the new lighting system. I can't see what I am building!
There we go, Space Chernobyl!
Looks great! The background also looks very good, I especially like the floating island.
They should definitely be able to be shot through, otherwise they would be quite pointless for actual defense.
Can you shoot through them?
There is too much awesome concentrated in this post for a proper reply.
I love how you refuse to simplify the game even in the aspects where it's not too important to core gameplay. You should change the subtitle from "The most realistic space sim" to "The Dwarf Fortress of space sims".
That wasn't aimed at the reference :D I know it's about the sleeping Gazebo wich ate Eric after he woke it up, but I didn't know it before uncle Google told me.
Gazebo. The first thing that came to my mind was Dwarf Fortress and a mentally impaired dwarf (google Syrupleaf if you want to know).
The gauge looks great. If combined with some warning alarm when low on oxygen I can already imagine the despair when you repair your gigantic ship and suddenly realise you are low on air and fuel and a hundred of blocks from the nearest airlock. Then the flashlight flickers out because apparently you are short on energy too.
Wouldn't it be easier to just draw a new crosshair texture than rotating it :D?
Happy mother's day! .. wait, that wasn't right. Let me try again: Happy birthday!
The pipe corners look awesome. I hope there will be something similar for wires as well.
The gauge looks great too. I myself prefer minimalistic interface, but this fits very well with the game's style.
Battery banks and fusion engines seem to be the thing to put on spaceships these days.
The stairs are great, though trying to walk up 1 meter high steps could do some trouble. Good thing you can fly in space.
Awesome, I didn't expect to see this anymore! Somehow I can't believe you survived this.
Oh don't worry, they are in the most armored part of the hull :D
I told you these are just stand-ins for the 3x3 fusion generators you announced earlier. Though placing four of them on the ship probably wasn't that good idea...
And I would like to thank to the anonymous donator too. Every pence given to Dirkson is well spent.
Funny thing, I was just thinking about the Kzinti Lesson. I think I will just dub the engines Pandora's Box.
I have to disappoint you though, keeping with the spirit of the ship, most of those are just backups for when someone decides she is too nice not to be blown up.
In this shot it looks a lot smaller than it actually is, but it's still nothing when compared to the ram if I can say.
She has a lot of armor and weapons at the front and big maneuvering thrusters at the back - perfect against your railguns. Come get some! :D
Pretty sure it's a Daedalus class from Stargate. I like the look of the ship, how big is it?
ISS style doors, then? Pretty cool.
Uhh... Aren't the humans actually two blocks tall?
Some way to embed the wires into blocks would be nice, too.
Well, it's not your game that displays everything in ASCII. Even though it would be awesome to have DF style failure spirals.
Urist "CommanderKeen" McSpacemarine lases at the S. S. Baublehopper with his +Ruby Laser+, melting the plastic and melting the tungsten!
S. S. BaubleHopper, asteroid tug, has been struck down.
This sounds really, really awesome. Now I'm looking forward to it more than ever.
I started my own project in C++, figured it would not be much worse in performance than C. Powder Toy was just an inspiration.
As for the heat and pressure, I made them spread each frame to all eight adjacent blocks. Stupid decision, now that I think of it.
Thanks for your response, it will help greatly.
Wow, the game is way deeper than it initially looks. Maybe I will see it myself if I ever get past the goddamned wolf quest.
The 7-0 ability hotkeys are not very handy with the WASD layout and it is only worse that you have to select the skill before using it through rightclick. I think it would be better to have the hotkeys at VBNM where you can press it by the thumb of the left hand and pressing the key should also use the ability immediately, not just select it.
Well, I haven't yet gone past level 2, so I can't really say anything about high level stuff..
Wow, you certainly have a lot of plans for the game, but then again, if you have made so much and called it an alpha, I believe you will actually be able to finish all this.
How do you read scrolls? Neither E or T works on them. Of the two times killed the wolves in the "Find mister Stupid in the forest" I couldn't finish it because I could not read the scroll after searching the corpses.
Sorry, not much time left. Will post again tommorow.
Fullscreen is F4, (still remember it from the days I made things in GM myself) but it is a pain to look at because the resolution stays the same.
I read the readme, wich helped me to know all the controls before the tutorial. Still took me some time to get through the tutorial (4 adventurers had to die before I did it)
The game does remind me of roguelikes, wolves are brutal :)
I will play the game more and think about the controls and post here later, if you don't mind. I don't want to make any hasty decision on them.
I was surprised how polished the game is, most alphas are just barebones but this game is not that far from being finished.
Also, what do you mean by Diablo style controls? I have never played it.
- Nice looking menu, great music
- The lack of resolution and fullscreen is not good
- The tutorial is a bit lacking, should be more descriptive
- Combat is very confusing and frustrating. I can't see how far can I reach, but it seems my enemies have longer reach. It could use way more visual and sound info, like the trails sword swings have in cartoons, etc.
- Controls are rather clunky
- The game seems to be of the challenging variety, wich I like
Most the times I died (wich happened very often) were either due to being confused as to what's happening and due to bad controls.
It's a fun game, though, and if the combat is improved I could see myself having many great times with it.
For one I would really like to see Shturmoviks in the game :D
Sevenor maps are by far the best ones I have seen on NeoAxis. Great job there.
Certainly more recognizable. You are one of the few who actually care about the playerbase it seems, even if there isn't any yet :D
Looks awesome. Looking forward for this, I really do. Any estimate when it could be done?
Glad to see Sevenor still alive!
I wonder what do the icons mean?
I find it funny your Moon landscape is water-eroded.
You know, there's a reason for the 'engines' category on top of the page.
Woah, looks like I have a lot to learn, then. Any advice? :D
Ha, in the past I tried to make something similar to your Richard, a spaceship combat game based on the Powder Toy. It has complete movement, temperature and force/pressure system, but starts lagging at about 1 million points. That's not enough. I could halve the resolution, but that makes all intricate designs too big to be practical.
Well, I don't live in an English speaking country, but I have never seen the flashlight labeled torch yet. Sorry for the grammar nazism.
Do you need to have a flashlight in the inventory to be able to build more of them?
I'm pretty sure that the "Torch" should be named "Flashlight".
By the way, how does the crafting work? Do you need to have an item in the inventory to be able to build more of it?
Well, it does not to me when I imagine original Doom textures on it. Played it today and had some baaad experience with those...
The plan is to have a single 'realistic sized' galaxy, meaning it will be too big to explore in any reasonable amount of time (like Minecraft worlds).
Crickets would be there if the grass was a little taller, but it's very short currently...
Also wonder if sound will travel instanteously or it will take time for it to reach you, ala Operation Flashpoint.
You learn the insides of the game you like.
If everyone uses it the wrong way, the original meaning will change. It has already happened, it is now used as an antonym to the "indie" label.
And it increases lift, so the author of this image did it right. A massive plane like this would have lot's of stability coming from the body and tail lift (especially when the tail is doubled).
BTW: Do I see a gunner at the tail?
I'm surprised no one really noticed this yet, it looks awesome and I'm definitely looking forward for some more progress!
Ribbon trail is just the correct technical term for it, though a standard trail can be assigned multiple chains (allowing to change color/width of different parts of the trail), max chain elements variable (how many polygons are put into the trail) and a bool if it disappears instantly after it's parent is destroyed. There may be more, but I can't really remember any right now.
Here is an example from IL-2 Sturmovik: Img215.imageshack.us
There are three types of ribbontrails in that picture.
Well, I have never considered beams and ribbontrails in general to be particles, even when they are attached to them..
But you hit exactly the blind spot I forgot to write about. Ribbon trails.
Wow. I have played (and modded) a lot of games, but your particles are certainly the most advanced I have ever seen. I can already see the thousands of combinations in my mind. Great job there.
Your Charizard's animations also look pretty great. Especially at the sloped surface, it looked pretty natural (until he stuck his tail into the ground, that is). I really like how modular you are making it, one could make any FPS, RPG or even a mech game out of it, and with all those systems it will look very natural.
I dare to say you are making an indie counterpart to CryEngine here.
Looks just like 1.7 generation with added vines. Somehow I really doubt nice swamps will ever be implemented by Notch.. Shame, I really want to see something similar to what I live in.
This is one hell of a great game, shame it didn't get attention..
Haha, not anymore!
Bit too heavy for that.
Same here. It's more than ten years the game came out, and I still play it and still like it as much as when I bought it.
Shame Codemasters had retained the name rights and released two **** games under the Operation Flashpoint name.
Yes, you should, because it does look awesome.
Be glad your country at least has tanks. Our goverment has just sold all most of our T-72s, leaving 30 T-72M4CZ (modernised) to be sold in 2020. After that, no tanks. And they did the same with all our Hinds. Russians use the Hinds even now, but our goverment had to sell them.
My thoughts as well.
Pompeii are looking pretty awesome.
And it's awesome :D
Yeah, it's just an opinion. The base looks pretty good, but I really don't like the head. Let's hope it will get better in the end, like with wolves..
Honestly, I don't think so...
Hmm... I think the touchups needed will be rather big...
Yeah, his voice was my favorite part of MW4 :D
Nah, the filipino flag looks like ours, we had it earlier :D
Are you saying the red mech will be even bigger? The blue one is already as high as the screen in your pics!
For a while I thought it's open beta :(
Shouldn't the blue biomech be a bit.. smaller?
Oh my god, looks beautiful!
Looks pretty great!
Well, I had a look on Sanko. Usually I have whole loads of ideas, but I can't find anything to improve here! Good job!
It is... NOT.
Hey, how come I didn't say how great this game looks!? To fix it: Sanko Lineage looks great! :D
Also, glad to finally find someone who takes care with little details like menu. You know, big ideas define the game, but little details make the game great.
Not similar to Super Crate Box, not at all.
Pretty cool theme.
Yes, though they are both quite old models.
Wow, looks pretty awesome!
THIS IS SPARTAAAA!!!
Got attacked by skeleton cavalry today. Died :(
Always great to see nice new features.
NAxis and Unity aren't made for a single game, in fact they are the only engines I'm comparing Dragen with. I don't like Unity, don't know what's so wrong about it, it's just a feeling, but I don't like it. NAxis is great only in theory, in reality it's just ****. Waiting for Dragen is the best choice in this situation.
So, Dragen is shorter time in development, yet more complete than a commercial engine with several people in the team. You don't work as slowly as you think.
If the module selection was fixed, they would be pretty pointless, wouldn't they? It's just that including them in "Dragengine Features" thread makes it look like an official component. Obviously, you don't have much choice on Linux, but that's what it looks like.
Wow, at this point Dragen is much more feature-complete than NAxis (!)
How long is it in development?
Also, I love how you chose OpenGL and Bullet as official modules.
Exactly. This is probably the only texture pack that looks like original textures, yet it brings something new = I like it. The first texture pack I like!
Makes Minecraft look like toy world.
They cut off his head as a trophy! HOW DARE YOU NOTCH!!!
Love this one.
The vehicle is shaped like a box for good reason - minimising hydrodynamic resistance while still having lift. This, in combination with additional mechanisms and water jet propulsion, gives it exceptional speed in water where other IFVs can move barely few kph (if they float at all).
Also, it's very hard to fit thicker armor to IFVs - the compartment for carried soldiers takes huge amounts of space. Fitting sloped or composite armor to it either makes it very bulky, or requires making the passenger space smaller.
Tandem charge RPG7s are capable of knocking out Abramses from sides, where they have depleted uranium armor. Do you really think that just adding sloped composite armor would help much?
Looks great, downloading now. Looking for StarTrade also, looks interesting. Thanks for sharing them here.
So do I. The only game in the last few years with such spirit is Minecraft. The dev has to be a genius, he managed to make a great game AND successfully sell it to mainstream.
Clicked this article by mistake, but the first sentence already tied my attention and after reading the article, I have to say I love your approach. Kids are feeling like real men when they jump around, spray and pray in MW2, then go to Minecraft and **** their pants when they see a creeper.
Tracking. Good luck with the game!
Good job, Keens! ;)
What? There's absolutely nothing wrong with them!
I didn't read the description at first and so my reaction was like this:
"Let's see what's new here, old enemies, Stingers.. they have nicer smoke now - WTF LASERS!?!"
Great idea to add them.
The trollface next to it makes it complete.
Note: This is really, reeeally old. I have improved a lot in the meantime.
Exactly the same here.
Nerf the nerf gun! It's overpowered!
Was it done by hand? It looks pretty good.
That had to be a terrible crash, did any of the inhabitants survive?
Nah, it's named like this because it's built on the Allegro platform.
Looks great. How was it created?
So MD is starting to get updates again? Interesting...
Considering Outerra is an engine, not a game, they can be totally uninterested ;).
I did it too, even after reading your post. I have even heard him, and still...
Pozdravy z Česka, Adame :)
I just watched Airplane! (called "Fasten your seatbelts, please!" in Czech) today, before I even knew he died. What a coincidence.
Please DON'T do that. It looks great as it is.
I love it. It looks like Minecraft in 2D for some sense, and that's a good thing.
Nice photos, both humans and Skoros.
By the way, in Czech, the word skoro means almost, so you have got Almostman team here ;)
It's a bug, but consider it a feature. Bridge the gap!
I love how there is no snow :D
Yeah, I have seen it two times before the update, but now I see it every few minutes. The most annoying thing on the bug is that even if you "fix" it, it happens again when you reload the chunk.
Yeah. Big and blocky, like everything in Minecraft.
That checklist hasn't been updated in weeks.
With creative use of different blocks, signs and pressure plates, you can create almost any furniture you would want.
This time, I'm prepared. Meet my friend, Diamond Pickaxe!
same here :P
I would say it needs to be TNT'd and remade, but whatever (and yes, I'm aware obby can't be destroyed be exploded).
Or place a torch here or destroy a block above it. Or just wait. If you leave it intact, the bug will happen again whenever you will unload and load the chunk again.
I have started about 30 personal projects that aren't finished because I suddenly lost all my motivation. Usually I do several weeks of work in one, and then I leave the project for a year or two, to return to it again.
I still have most of those projects on my HD, just don't have the motivation to continue them.
See the previous picture for the fate of this tank.
Titankic? (Titanic + Tank)
Modern Warfare 2! D:
Looks like oversized SCUD.
Nope, it's Osprey.
Hey, this is not the M1 version, it does not have radar or any missiles.
More like Abrams (chassis) + Shilka (turret) + Bradley (gun)
M2 is nearly 100 years old..
What map is this? Great Divide?
Snow! Snow! SNOOOOOOOOOW! Finally something different than just grass and rocks!
Great looking airfield. I especially like those hangars.
Can't agree more.
Uglier than it's predecessors, but better.
Czech R. or Slovakia, I still treat it as Czechoslovakia.
It's weight will be more useful than the machinegun.
You probably confused it with T-72M4.
Three quarters of sequels are way worser than the original. HL2 is a nice FPS and I would like it if it would be in a different universe. But HL1 has better gameplay, and mainly better STORY. The same aplies for many other games as well.
The last one quarter (good sequels) are titles that try to complement the original, not to replace it. Good examples of these are Doom 2 or System Shock 2.
Many modern games (especially sequels) are mostly just about graphics and physics. But these are not what oldschool players need, they need GAMEPLAY and STORY. And that's the reason why we have ModDB :D
Assault Knights (another NeoAxis game) has added IR vision wich looks exactly the same as this heatvision. Is this a trend or something?
Finally some updates! Is this an antimissile system?
And that's only an Uziel. Imagine an Atlas standing here.
Yep, all vehicles (including Mechs) do that.
It's a game. We don't need to burn player's eyes just to be realistic.
I doubt that vehicle supplier would be problem in today's world.
Also, the T-72 could be considered as a support tank, since it does have the same firepower for lower price and protection.
Wonder if the launcher is made of paper...
Oh, just noticed the game is from 1979. Great choice, then.
This game is looking good, but it's vehicle choice seems somewhat illogical - either the Hunter should be replaced by a Stryker/BTR-90, or better the T-80 should be moved to support tank class and it's "moving bunker" should be held by a Challenger 2 or fully upgraded Abrams tank. T-80 is don't have the best armor protection and it's firepower (but mainly electronical systems) are quite behind western tanks (counting Israel as western country).
Yay for Bushwackers!
Love the MW2-like stream of missiles.
The only thing to hate on this game is how the demo is limited - instead of stopping the game after a few missions, you can only play for 30 minutes and that's really not enough time to decide if this game is worthy to buy...
Great! The Battleship designation confused me. Looking forward to more boats!
I apologise if my critics felt like insults, I just wanted show you something that could be improved, overall your game looks good and I will probably play it. For now, I am tracking CT.
Hey, its a battleship, it could have more armament than a single twin cannon.
Looks more like a sea ship than a space ship.
The siege artillery looks like a radar, and the Uma will probably shatter after first shot, its too weak.
They look too angular for planes.
Remind me of Dune II intro.