I am the lead developer for the mod Island of Cthulhu. I have a degree in visual art in design and currently work in IT. My passions are cars, games and writing. I have written a novel (not yet published) and am working on another. I started developing the mod four years ago and at that time I knew nothing. It was a vast learning experience as the project grew. Eventually it grew so large that I had to chop much of it. Currently the game stands about 4-6 hours of playtime. I specialize in game design and have developed many of the systems underlying the game including AI, insanity effects, and other game logic. I also made many of our models as well. I specialize in Cryengine but have also dabbled in Unreal.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Thanks, I am so damn stoked to release it. Should have a new video soon.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

I'll try and have something this week.

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evilmrsatan
evilmrsatan @ Ex Unitae Vires

Already ready to go. Sent you a PM.

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evilmrsatan
evilmrsatan @ Ex Unitae Vires

Sounds good thanks. I just never stop working. 8)

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evilmrsatan
evilmrsatan @ Ex Unitae Vires

I could use a 3d modeller or two. I've got so much gameplay done, just need some models to help finish it off.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

I've got a couple new screens coming soon to celebrate the relaunch and revamp. Thanks to Ex Unitae Vires!

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Yup, we have got some great stuff in store. I can't wait to show it.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu Part 1 - OLD VERSION

This is an old version. I urge you to wait for the new one.

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evilmrsatan
evilmrsatan @ So, what's new OLR 2.0?

I love this game. Good work supporting it.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Check out the download for part one at www.cthulhuisland.com

Reply Good karma+3 votes
evilmrsatan
evilmrsatan @ The Island of Cthulhu

Yeah, paying for a website is expensive, but we are gonna relaunch the site soon because we have a big update planned for you guys! Hang tight!

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Not dead, gonna have an update soon!

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evilmrsatan
evilmrsatan @ The Necronomicon

I understand your feelings and I am going to try to explain without giving away too much. The Necronomicon definitely drives the player insane when he uses it. The effects of the insanity help you progress further into the island. There is also a deeper meaning behind why the book doesn't drive you completely mad yet acts as a tool on your journey into madness. That is all I can say right now, because madness and the reasoning behind it is key to our story.

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evilmrsatan
evilmrsatan @ Necronomicon 1

Not so much a weapon, but a tool for the player to manipulate Cthulhu's power with.

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evilmrsatan
evilmrsatan @ Penumbra Flashlight is Here, White Night to be a Total Conversion

We have hands grabbing the levers in our Crysis mod. It was damn hard to implement but it looks great.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu Enemy Trailer: Cultist

The animation system in Crysis isn't very open and certain things just don't work.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Haha, I did actually play a bit of that game. It had some interesting mechanics and atmosphere but I did not like the game very much. I have read many of Clive Barker's novels and I consider Cliver Barker's Undying to be one of our main gaming influences, since it was a Lovecraft inspired tale. The game was an Action/Adventure/Survival hybrid for the PC that was a pretty good game for the time and I recommend you at least check it out on youtube if you haven't heard of it before.

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evilmrsatan
evilmrsatan @ Do you specialize in one development role or many?

Part of the 2 man Cthulhu team here. I started the project completely solo. Now I do everything that takes place in the Crysis engine itself except for the quadruped custom AI. I also do the art, textures, 3d (some), flash HUD, video editing, sound editing, voice work, and anything else I seem to have missed.

It's hard wanting to develop a good mod. We have had people come and go helping us a bit here and there, but the core of the project has always remained me and my programmer friend. I find it hard to trust anyone else with certain portions of the development because of a mixture of lack of experience and a fear that they won't feel the same passion for the project. Certain things we handle require so much persistence and dedication, that I find it hard to trust new people with those tasks and that can alienate these team members. In a way, being a lone wolf can be a double-edged sword indeed.

One thing I will say, I could NEVER have accomplished what I have done without help and I certainly appreciate any I receive.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

We support all graphics settings low to high. One of the very first things we decided was that we wanted it to scale to all machines regardless of power. If you have a high-end rig, it will look extremely good since we put in textures that are much higher res than the default Crysis textures, but even if you have a lower-end computer you will still be able to enjoy the game. Between us two developers we have 5 machines we test on regularly. One of the machines, my own laptop, runs a mix of medium/low. Since development for the game originally started on a single core chip we have tried to optimize the game to the fullest extent.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu: Cthulhu Cultist Summary

Good question! Instead of a variance in model, we are going to use a variance of textures i.e. some with tattoos, bloody gashes or a torn mask. Since the base texture has been completed adding these things should be very easy. This helps to keep our development time down while still creating multiple variations. We have also have a plan for another cultist type, but that all depends on time constraints.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu: Cthulhu Cultist Summary

We have an old semi-automatic pistol from 1918 that we have made and put in. The weapon shown is not the players first weapon, that is one they receive further on. It is basically a god-mode weapon that I have given myself since I have near unlimited ammo and we haven't tweaked it's firing properties fully.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

It's sounds cliche, but i assure you it isn't. It is a well-purposed plot point and one of many that weave the tale we are trying to spin. Please give it a chance and don't just dismiss it off as another cheap WWII spin-off.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

The Nazis are the ones who came and modernized the island. Since as you put it "the Nazis wanted to weaponize Cthulhu" they found the location of the island and sent a small group of occult scientists to look. Without giving too much away it did not go well for them. A part of the story centers around what happened to the groups of people who tried to control Cthulhu's power with force (nazis included). Though the plot has ties to WWII(the weapons and many props are from that era), it is set after the war.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu: Cthulhu Cultist Summary

It's a stretched muzzle flash texture 8)

Yeah, we have a problem with that weapon model. We are in the process of fixing it since we redid the model and texture.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu: Cthulhu Cultist Summary

Thank you very much, we tried as hard as we could to get it right. What you see here is only the very beginning of the mod as well. All of the sounds and everything aren't even working properly in the video since it wasn't a full export. Just wait until we show the real thing in full HD! We have only shown maybe 1/10th of what we have in store.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Yeah because of the way the Crysis engine works each light has a separate setting for specularity. I agree with you fully on the "too shiny" thing and that is an easy fix once the lighting is fully in place.

Also thanks for following us, we have been around for 3 years now and I often wonder how much exposure we have seen. We have some awesome stuff that we haven't shown yet coming up soon. This is just the tip of the iceberg.

The cultists were never supposed to use weapons as the idea is that they are powered up by Cthulhu's influence granting them super strength and speed. Would having their hands glow with power or something work better? I just don't see how a machete is more intimidating than the idea that a humanoid can disembowel you with a swipe of it's hand.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu Enemy Trailer: Cultist

You can do it in first person view so i.e. if we wanted to have the player swing an axe that would be easy to do. That is why making a singleplayer game is many times more challenging then multiplayer in many ways. But to enable the default Crysis human ai to use a melee weapon IS NOT possible to my knowledge. You can get them to swing randomly but there is no way to actually control it with consistency.

If you have a link to one that does, then I would love to see it, but as far as Crysis is concerned we are one of the most technical singleplayer teams out there and we have massive issues with it. You need to remember singleplayer and multiplayer mods are created differently when it comes to Crysis.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu Enemy Trailer: Cultist

It's easy enough to add weapons but there is currently no way to get an AI in Crysis to use a melee weapon without doing a whole custom system. They did not give documentation or allow the modders to easily modify the AI scripting used for melee. Range weapons work great but Crytek never even considered melee.

There are no single player Crysis mods with custom melee 3rd person animations. It just won't work. Like I said we could have the weapons yet no animations.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu Enemy Trailer: Cultist

Yeah we were thinking of having them carrying some type of stabbing weapon. The only problem with that is that based off the current access and what we can do with the Crysis engine, we can't add a custom attack for weapons. So if we did it would be them carrying weapons with no attack, so it's kind of a trade off there.

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evilmrsatan
evilmrsatan @ The Island of Cthulhu

Don't worry, we aren't dead. We have been making some awesome progress that we will show off soon.

Reply Good karma+2 votes
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