After having worked in the modding community and later as marketing artist at Ubisoft Blue Byte, I've founded my own independent studio Frame6 with three other former gamedesign students of the Mediadesign University of Applied Sciences.
Never watched that myself. Any particular creature or similarity in the series? Our monsters vary from somewhat creepy to cute, but they're all good deep in their heart ;)
First console we actually thought of :)
Thanks! Still concept paintings, but we're in the process of moving things into the 3D world :)
Let's just say: define what you mean by success. Many analysts make the fault of comparing Ouya to PlayStation or Xbox, while it's targeting a completely different (casual) market. It's for the people who are done with walled garden technologies. They may form a niche in the gaming community, but if they are successful within that niche, the product itself can be considered a success, which potentially allows them to build upon and expand.
Oh that was pure </irony> ;)
It's a J.J. Abrams rat - it's got lens flares!
Hi, thanks for stopping by! I've just added the profile this night, how did you get aware of it? Already seeing 6 watchers :)
The most basic version of a mod (which means no total conversion) always uses other people's IP, namely the IP of the game that the mod was made for. They extend the storyline through campaigns or explore the game's world further.
The whole idea behind why developers provide mod support is to popularize the franchise and extend the lifespan of their own IP. Thus, my vote obviously goes to "Can popularise franchise".
The option "illegal" seems pretty pointless to me. That would neglect the very heart of where mods came from. That aside, it's simply not illegal in most states I know.
About the permission - several companies (like LucasArts) for instance take it for granted that people can create derivatives as long as they stay somewhat respectful to the franchise and do not monetize it. On the other hand, they don't respond to anyone proactively asking for permission, since they don't officially provide mod support (for workload reasons).
In most cases, there is no such thing as an explicit permission, so the question becomes kinda redundant in practise.
Lots of stuff, currently improving the game accessibility a lot :)
Still not to the point where we can safely announce a release date, but we're currently in a good pace
Unless you got a few Petabytes of RAM, which I certainly wouldn't be adversed to ;)
Certainly, the narrator of the video pretty much underlines Notch's point, you can often hear by the rhethorics of the narrator whether it's scam or not and this one is a very clear example. Not saying that the entire product is scam, but they certainly make it a whole lot bigger than it is.
Nontheless, I welcome anything that might fall of from this project. Even if the whole thing collapses, they might have created some interesting new algorithms to process stuff, which can still drive innovation forward.
I've never had the chance to look at the CryEngine content tools closely, I always thought that the idea of brush-based geometry had been abandoned, so you would have to create modular models for all sorts of walls, ceilings, etc.
Speaking of a best practise approach, what would you say is the best use for these solids apart from using them as a reference mesh?
I'd imagine that they're useful to create the elemental walls for levels that have a strong mix between indoor and outdoor scenarios. You could test and tweak the level flow and solid sizes before even getting your hand at Max. I always imagine it to be more intuitive to create freely scalable solids rather than building your entire level around tileable models for walls, etc.
What kind of use would you recommend? What are the limitations?
Check the last interview posted in our news, that should answer the question.
That's exactly what we're doing :)
In fact, we've been asked this quite a lot. I'm a little surprised by that, since I personally don't quite see the resemblence to Battlefront. But I'll be happy to find out :)
At a later stage. We're focussing on Galactic Civil War now in order to push out a visually polished release. We'd need more developers to get out Clone Wars at the same time. Probably the second major release, we'll post appropriate screenshots before that.
What fascinates me about this game is not the game itself, but the way that it's marketed. I'd say that's a masterpiece of business development and community management. A really interesting approach to crowdfunding with small snippets to hype up the user base.
That's what I love about the Indie community: this is where innovation comes from, where people are flexible enough to adapt to new market situations.
Just downloaded it today after seeing this post. I just recently reinstalled my old Armada II and was surprised of how different I had the graphics in mind. Really awesome work, guys! UI and ingame visuals are great!
At the moment, we're rather targeting actual gameplay. The problem with role-playing on public servers is that people try to score, while others just stand around, using the game as a 3D chat. We know this problem from Jedi Outcast and it really caused lots of trouble in the community.
If there's enough of a demand, we could consider crunching certain functionalities into a separate game mode to allow players to find/sort out RP servers in the game browser. But a mixed appearance is certainly not healthy for the community.
Indeed. Some game mechanics will stay the same, but you can essentially come up with any kind of objective or objective chain that you can think of. We have a set of different respawn rules to cover a variety of scenarios, from short 3-5 minute rounds to extended 20 minute team assault.
Most likely. Of course, many mods recycle models and materials from the original game which has its own, very distinct look. Obviously, pretty much none of these assets could be used for Star Wars, so we created everything from scratch.
Well, it is pretty different from Battlefront, so better don't expect that. Battlefront was going for large-scale environments with lots of vehicles. TNE is focusing on infantry and the maps aren't as huge.
It might be the perspective of this shot. At least this never occured odd to any of the testers so far.
Star Wars actually doesn't have lasers if you think about it physically (I can very much recommend the panels by Dr. Hubert Zitt on that topic).
Classic blasters use compressed projectiles of plasma created from Tibanna Gas. Only disruptor weapons feature continuous beams in Star Wars. You'll get to use them too, if you pick the sniper class.
I did like it in Battlefront, to be honest. But it's pretty different from our approach, since Battlefront was rather arcadey, while TNE uses a slower, more tactical approach.
Unlikely. In fact, those were two different project teams with just few personnell being shared between both. Which means that the people that are working on TNE have no real interest in the franchise.
Bunch of perfectionists ;)
We actually had this "problem" with TNE, too. Several assets have been redone like three times because people were dissatisfied with the older ones.
We did put some thoughts into using UDK because of the tasty workflow ;)
But in the end, we are too far ahead into the project to do another port, so we'll stay with the incredibly painful to use Source SDK and ship on Source ;)
Source SDK Base 2007, which you used to have access to with any Valve game (it's a free download). They may have opened that up entirely though, not sure.
Okay, then I'll just consider this as a warning never to work at Microsoft, seems like you develop a pretty nasty humor there :P