Experienced in a lot of games, at playing games.
Now is helping out with a friend's game.
The thing is, you need to realize that on the internet, there is no morals, no absolutes, and no true rules or laws. That's why game developers takes it into their own hands to put DRM into their games, because they fear the internet's great big net neutrality and what it's capable of doing to their games.
Hackers, Crackers, and what-cha-ma-call-it people are talented enough to reprogram or create a even better game, but sometimes they wonder "why bother" when they can take it and modify it to bypass the DRM.
So basically, because of DRM stance against Piracy, it led to game development being slowed down or even halted for some people.
So in my perspective, DRM had plugged up the innovation in the game industry.
The problem is that the game industry COMPLETELY blows piracy out of proportion.
They'd rather play the blame game than sucking it up and fixing their OBVIOUS mistakes on the game's part.
Pirating a game DOES NOT make them physically/digitally lose money, since I see it as a customer who refuse to pay for it for any reasons.
The game industry tries to milk their games now, and not just in the game industry, but many many corporations are attempting to monopolize anything that comes their way. Canada deals with this issue in a bad way, we Canadians get gouged everywhere we go that it's sickening.
Whether the game is protected from piracy, does not play a part in whether the customer buys it or not.
For a customer, it's only three things:
2) Features [Gameplay, Graphics, Sound, bonuses]
Even if you create a non-existent world where people don't commit crimes or steal or pirate stuff, it will go back to chaos anyways since that's a part of human nature. Pft.
This, people still thinks 50 dollar games are nothing.
Game pricing is a definite problem in the industry because not everyone can afford them while sustaining their current lifestyle. And it doesn't help with the mass majority of the internet thinks it's status quo that everyone has more money than they use.
The keyword is Standards. The game industry probably already foretell the prices increase, and decided to set a standard so any sad sob that buys it will be paying them in bigger chunks of money.
Don't get me started in development cost. Development cost rose because of the standards being higher. It's not expensive because they got uber technology or skills, but because they can and will charge you for it.
Sometimes, there isn't a need to employ a mass 100 employees to release one frikken game! Corporate development has NOTHING on exceptionally skilled indie programmers and game makers. Where it takes 200 to debug a game, and fail, it takes one professional programmer to solve.
Personally for me, I'll pirate what I want, and what determines me paying is what I determine is a sufficient game.
Hmm, it looks like the back but it's actually the front...
Looks like they made the mistake on the model of the feet... Because if that's how it looks like, I have no idea how it holds itself up while being off oriented with it's legs way in the front of it.
Amphibious legs like those, for mechs, usually involves the upper body oriented much further front, and the lower body orienting to the back.
Basically, to my bits of knowledge of physics and how the animation might look like, it will not be able to take giant steps accurately and at a steady pace because of how the legs are formed.
So if you flip the bottom parts around, it will look more like a bi-pedal mech.
Just don't add decapitation where the head comes off completely, because it'll really push the gore to it's limit... That and not everyone becomes aroused by blood.
Blood dripping and spewing that fast doesn't seem normal anyways... To make it realistic in bleeding terms, have the fluid only spew or fly out, if you make intense movements, since normally they'd slowly drip down your body, so by moving said body parts, you're basically throwing the blood around, a little.
When a blood vessel is cut, they don't spew out, they come out normally like water would if you cut a mild flowing pipe.
This also depends on the intensity of the bleeding... If you got a cut on your hands, it'll drip a heap of drips per minute, but if you got multiple cuts and scarring, you'd drip way more, and in the animal world, blood makes you vulnerable to being tracked.
It's possible for fighters to bleed, after being nicked by a blade or in certain cases, obstacles, but they'd be kept minimal and due to the fact that your metabolism kicks in when your body is losing blood, and the wound will stop bleeding after a while, if not forced that is.
Which means fighters that bleeds, is able to run and hide to recover, but can never recover fully due to the loss of blood.
It might be a better idea to keep mechs more mechanical than biological...
Since the rigid robotic feel of the mobility is what makes them cool.
Once it becomes biological and becomes too comparable to human mobility, it loses it's style.
Going mech warrior style might do, but not too mech-like, like from games like BF 2142 where it's simply a bi-pedal mech that shoots.
Bipedal tanks, metal gear style, would be awesome since they can wield a multitude of attacks.
Yes, and you don't see that with other indies at all, other than Natural Selection 2.
What we really need, are indie developers being more innovated with their coding and development, not just making a cool game, but making awesome tools too.
Hopefully, the stuff won't lag with hl2 ep2 stuff.
Since valve didn't likely optimize their game engine, modders would have to do so for their mod that runs on the basis of the game.
Last I played, modular combat used the orange box source, but still lags the crap out of me even when the gameplay and graphical settings is possible for my laptop. It might be map related because Source engine smoke and light effects can be super sluggish (btw i HATE hl2 ep1 fire).
Ghost rabbits - Use the last pixelated skin, put a burning aura on the character, make the character float in the air instead of running, and skin the character to look creepier.
There you got a halloween mob!
Typical HL2 weaponry doesn't suffice for this game... We need SourceFort weapons that makes more sense other than Combines and Rebels...
Now all you need is tweak the AI to some extent so they have different "reactions" according to the environment.
Shocked - When you approached them out of nowhere, instantly, it makes them fumble and not able to react because you took them by surprise.
Curious - When partial sighting occurs, and/or they hear you from afar, but don't know who it is exactly. They Cautiously approach the area they think you are at and investigate it.
Alert - When a npc already knows there's a opponent around, but does not know where he is, he'll search around the place and will not be possible to take by surprise.
Kinda Metal Gear Solid style eh?
Also, sound waves shouldn't go through objects quite easily unless its a thin object, like multi-story floors.
Cheaper than getting a studio for a high quality motion capture... The cost can rise higher than the thousands...
Also, you don't have to buy more Kinects, just borrow some from a friend since the device was sold a lot in the market.
Try this, take TWO not one kinect, and put em on opposite sides of the room, then make it capture depth on both sides...
Now imagine if you can combine 4 of these, with one on each side, and sync them into a program.
With kinect alone, poses, emotes, and stationary moves can be used maybe...
Like sleeping characters, etc.
Wrong references. It's Japan, not China.
Ancient Chinese places are more simple looking and the style is a bit different than the Japanese architecture.
Japanese architecture didn't have open windows of any sort at the time, although the Chinese did. Open windows for Asian buildings are mostly on the upper stories, and rarely on lower stories (for security reasons).
Also, when it comes to landscape, the region of China is usually mountainous, so be sure to look that up for terrain references.
Japan is a island, so it only has a sloping elevation and lacks many mountains.
I noticed that Wolfire didn't exactly specified a "recommended" system requirements to handle alpha... For some reason I think until it is optimized, the requirements are a bit higher than you would think.
Has any Stalker games involves AI actually using sniper rifles? In a balanced way that is.
If a sniper doesn't exactly know where you are, they'll aim their sniper rifle in the area and "survey" your location, meaning you'll see a red laser moving around near you. Once you run out of cover, you'll noticed the laser suddenly jerks and he tries to aim at you with it (thus the laser will chase after you). It's possible for the sniper to not spot you and continue to survey your last known position, and as usual, if they don't discover anything for a period of time the sniper can call off the surveying.
Instead of just painful deaths, you can have "knockdown" states where the characters will be unable to fight for a short duration. Kind of like a stun, but it usually is where the character is mortally wounded or in pain.
Maybe they can get up to fight in their injured condition, but be limited in terms of actions.
It would be cool to see some "sacrifice" actions like after being stabbed by a sword, you use it to DRAW the sword user in, forcing your opponent to be unable to use their sword.
You could even use this a way to counter "deaths" by making it possible for characters to attack to kill you as their last attempt, knowing they will die (after being stabbed from the front, if they got a knife they'll try to use it, or if they have no weapons and can use their arms, they'll try to strangle you).
How it works is that upon being taken to a "near death" state by your opponent. They can choose to finish you off or leave you there. You have a small chance of recovering based on how bad you were damaged, so if they leave you alone, you can use that to your advantage. If they choose to finish you off, you have the option to carefully time a well placed counter and attempt to kill the person trying to finish you off (kind of like feigning weakness).
A cool idea to work with the active ragdolls is consciousness.
This means it's possible to knock out a character and they won't protect themselves from being hit.
Speaking of which, now I wonder what happened to the braindead mod that was for the HL1 and whether anyone has news on the Source version.
The small weapons doesn't override the animations for the character, but it should be a main priority to have each weapon class to override animations to suit it's attack styles.
Seems like this is a mod file that's forced to be applied onto maps in order to be used.
Blizzard must have failed on the modding aspect and only given people the mapping aspect. I've yet to see any modding menus for the game itself, they tend to focus on maps, maps and more maps...
Looks like even Notch is taking the "console" approach to pc games...
Maybe everyone is going a bit too far with "digital distribution"...
I wonder, can there be "scenarios" that incorporates the story, game elements and mission objectives into the game?
Resident Evil Outbreak was awesome because it combined all of those little details together.
Scenarios = Map basically, except the environment isn't a single bland map, it's suppose to be huge and complex, and unlocks the more you explore.
I also wonder if there can be obstruction in a variety of ways. RE:Outbreak had a system where doors can be locked and require keys or lockpicks to open, which makes certain characters pretty important. Other types of obstruction could be getting 2+ players to push a car out of the way, or lifting a heavy object so someone can crawl under it, and open the door. Basically Coop Maneuvers of the like.
Since you have a 8 character slot for 8 people to play as, they should have each character to be unique in something they do.
Well if they get lucky and someone gives them the tools to make better animations, then yeah, it'll be much better.
Fighting games needs fluid animations otherwise the players will feel the repetition of the moves.
Continent of the ninth Online Action RPG has a studio but they do have a awesome way of using the animations and the combat system was really cool.
Yeah, rather than a full ragdoll, it'll be more amazing to see the character "react" to being kicked at full force...
Like if you kick a rabbit off a cliff, Sparta style, they should react by "fapping" their arms and legs because they are panicking.
In a normal situation, a person who's kicked heavily will try to cushion his impacts, if it doesn't knock him unconscious that is...
Can there be a possible animation, like if a character attempts to block a heavy blow rather than dodging it?
Example: A rabbit tries to block a heavy blow, but ends up being knocked over and sent staggering backwards. This example means the opponent isn't unconscious, or on the ground.
Another example is if you trip a character, but they react to it by rolling instead of hitting the ground with a thud.
Hope they find better voices to replace those ones they are using... If those ones are placeholders in any way that is.
Holding a "voice" audition with them to determine what voice would be interesting...
Maybe the devs know about this?
I wonder if this game will allow movement slashes, like slipping past a person only to slash their back?
There's a few moves japanese samurai uses that focuses on slashing at different angles of the opponent.
How come some of the swinging animation looks odd? Like slashing downwards with one handed but it looks like your fapping your wrist instead of moving the arm?