I'm a student in London studying video game design, development and some history... and some other stuff, on one of those courses that gets slagged off by everyone for being too unfocused... so yea, hate me :'(
Does anybody know what those cubes do? I think I found them all but nothing happened... there again I'm not sure anything was meant to happen.
If it was weekly video updates I'd be with you, but a few screenshots aren't going to reduce development to a crawl, not even close.
I hate to be that guy, but is this dead? Please say this isn't dead :'(
These shots all look amazing.
PHILLIP!!!!!!!!! The Nolan North of mods. On a serious note though it looks awesome. Some nice animation work there.
It's looking nice. Good job.
Is that a high poly example or will that actually be the model that'll be used in the game? If the latter... wow. If they former, still wow on the modelling front.
EYE is a very good example. They did it right and lots of people recognised that with a purchase. As for Orion obviously there are some controversies that surround that story, some unfair on the team and some are more 50/50 since it's hard to tell what's true and what's not. Looks good though, although I've heard it had some launch problems and I'm personally not touching it until I hear they've been fixed and it's worth buying. They did it for the right reasons as well but I'm not convinced they always did it in the right way, especially as far as community interaction goes.
That's quite an important factor, if the community isn't on your side it makes it really hard, especially the source community who are extremely vocal and active, so they can be a massive support but can also be a massive thorn in your side if even small but significant portions 'turn on you'.
True that. Cryengine is a bitch. Sure source is too, but Cryengine indie stuff never happens and that says something. Also Crysis mods only tend to be a couple of hours long at most, even when they've been worked on for years, which also says something. I predict sad faces when this draws to a close. Hope they prove me wrong.
Often in these cases the dev didn't plan to go retail from the start, they just realise along the way that they have something good enough that it could be a successful retail product, and what's more going commercial is a good excuse to get some more, or in some cases any monetary funding into the project, and end up making it the best it can be.
It worked out well for Dear Esther. Sure not so much for Dino D-Day, and Raindrop and Ivan's Secrets seem to be pretty dead (haven't heard anything for ages, but I might have missed it I guess).
As far as I see it, if you know what you want to do, and know where the money needs to be spent, have an idea of how much money, and are confident that retail is the right move financially and for the good of the final product in terms of quality, then do it. If you'e going retail however on a hazy promise of "retail could make this better although I'm so sure where or how yet", or "I just want to make money from my work". Don't, it always seems to go wrong.
Sounds like Bloom are doing it for the right reasons though, so good luck to em and I'll certainly buy it when it hopefully comes out as long as it's a good game and good value for money, as would many others I imagine.
Just make it the best you can. The wait will be worth it for everyone, even if it ends up being more than 6 months.
Also if it happens again when I play the next Alpha I'll record it so you can see exactly what we'e talking about.
Sure, my base specs are:
Model (it's a laptop): Toshiba Qosmio X500-12q
CPU: Intel i7-720QM, Quad Core 1.6ghz, 6mb cache.
GPU: Nvidia GeForce GTS 360M, VRAM 1GB DDR5
RAM: 6GB DDR3
Hope that helps.
I live near Greenwhich park and whilst I haven't seen any pictures of the building and park from the period the game is set in, it's instantly recognisable to me and a great recreation. Nice work.
I'm pretty sure you're scaling them too big, as the rest of the room looks in proportion. Easily fixed though...
On this project they're modders, not professional devs, if they were working on a commercial project I'm sure they'd spend less time playing Skyrim and more time developing and I'm sure when they are working on commercial projects they do, but in modding you have no deadlines, you have very little to no expenditure, and the worst thing that can happen is you get tired of the project and never finish it.
If playing some Skyrim keeps them happy while still spending time working on the mod now and again, I'd rather that than them force themselves to work on it, fall out of love with it, and never finish it.
Looks really nice.
I'm not trying to have a go at you personally, and believe me I empathise, but you backed everything up as attachments in emails? You can get 1TB external hard drives for around £60 now. Higher end flash drives can hold 30GB. You should always have two proper backups. Email attachments are not proper backups.
Modders just seem to do this all the time. They either back it up somewhere dumb or not at all. I swear this is the third mod in two months that I follow that have closed down because they lost it all and hadn't properly backed it up.
No tits no buy. Poor show guys :(
Nice stuff, really atmospheric.
Always room for improvement.
Congratulations. Giddy with anticipation already, the demo really caught me by surprise when I played it and if the full version is that quality but more, then it'll be fantastic.
Actually, just had a look at your site and I noticed in the feedback section:
"The train went too far for me and stopped inside the fence at the intersection, it also stopped partially inside the tunnel blocking me."
I think that was my problem as well ^^
I definitely remember noticing the train clipping into the fence at the intersection, so I presume if that's a bug and not a design oversight, I fell foul of it.
Hey, just got done playing the alpha.
First off, great job, everything I don't mention below I love, and overall I think you have something really special on your hands here.
The only issues I had with it were I got quite stuck on the part where the train stops at the tunnel and the power goes out. The squeeze to get between the wall and the train is really, really tight, and the first couple of times I tried to get through there I couldn't. It was almost luck that I managed in the end, I just got really frustrated then decided to try one more time and pop, just fit through, but if that gap could be made a little wider I think it'd avoid a lot of frustration for future players.
Secondly, and this is really minor to the point that I didn't care, but definitely noticed it quite early on so I guess it's worth mentioning since I imagine some people will care, the skybox is a bit off. I can see where it joins together quite plainly. So you might want to look at that.
Again though, overall I really enjoyed it and for an Alpha stage piece of worth it's remarkable.
Looking forward to playing more in the future. :)
I respectfully disagree. The maps don't look empty to me, just uncluttered. I think too often source modders in particular fill their maps up with tons of props and you end up constantly being in situations where you walk into a corridor or a room and think "oooO, lots of stuff, I wonder what I have to do here?" and it quickly becomes apparent you just have to walk through it, trying not to clip on all the physics objects as you go.
Minimalism in itself can be a very striking visual element. It's all about the mood you want an area to covay, and what you want the area to be used for, from both a gameplay and story perspective.
Maybe they could add some striking features that can build some more detail, but I'm not entirely convinced on that front on the basis of what this trailer alone shows, and if you mean cluttering them up, that's not necessarily a good idea IMO.
Can't wait to give it a go.
Wow, didn't expect a bit of motion to make so much difference. The prototype was a very good looking unity game, this is probably now the best looking Unity game out there. Awesome stuff.
From what you've been posting here it looks like it was a well deserved award. Extremely exiting project.
That's some impressive coke... now I'm thirsty =/
Pretty, nice stuff.
Same, I mean it's a racing game so surely there are some kinds of rules or limits to the flying mechanic, or else players will just make a b-line for the finish line in the air.
Art style is great and it all looks very interesting though.
Looks beautiful, can't wait to try it.
Looks interesting, the HUD needs a lot of polishing but lots of time for that later. Basic gameplay makes sense and that shadow at the end got me really excited. Looking forward to seeing more.
Sharing content is great, it needs to be done for this community to thrive. Not crediting content and disregarding peoples request to do so, or even to not use their content, is not good, and will only create an atmosphere of mistrust in the community and put up barriers for interaction and collaboration between different mod teams and individual modders. Stealing content from commercial titles is stupid and you shouldn't do it unless you have solid permission to do so, in which case it isn't stealing, but good luck getting that permission.
That's pretty much my views in a nutshell.
Looking great. Bit empty like Yronno said, but a few more signs and it'll be awesome, and it already looks pretty... well, pretty...
I didn't even know this was happening :(
Nice to see you guys aren't forgetting your modding routes though.
If you wanna try it then go for it...
Good idea, looking forward to trying it out.
I did that once ^_^
Not actually leak gameplay but I found UDK footage before they announced UDK (wasn't actually labelled as UDK but evidently wasn't source)
He gave me bad karma for linking it and removed the vid... then I cried a little :(
Also this screen is a work in progress I hope... it doesn't look bad, it's just some of the assets look a little place holder (I'm referring to the mountains in the background in particular, silhouettes are nice, those silhouettes aren't) the lighting is actually quite nice although if you're going for moonlight a little too bright perhaps, but I can see a light source at the far building so I'm presuming you're going for a mix of lighting and that this is what the screen shot is meant to be showing off, in which case nice stuff.
As usual an absolutely gorgeous screenshot.
Thanks man, it's nothing compared to the work you guys have been doing on Crusader's Quest, I can only hope that eventually I'll be up to that standard but I have a lot to learn before that happens, although I have improved some what since working on the project I have on display.
As for Crusader's Quest, it looks great, like really, really pretty, the environments are seriously jaw dropping, and the game sounds really interesting, I'm not entirely sure how it'll work, the open objective gameplay etc... but if you guys are as good at designing games as you are at creating environments, I'm sure it's well worth watching.
Good luck with the up and coming IOTY awards, you've already got a certified vote from me, and I can't wait to see more from the project in the future. Thanks for the message as well :)
This is looking really, really nice. Great work.
Maybe it's Magnetic? IDK...
Petty cool, I won't be able to use the 3D since my laptop only has a 60hz display, but I imagine the benefits of this partnership will go beyond having the game playable in 3D. Is PhysX a possibility?
Well my main issues with the previous demo build were with the gameplay, mainly the steering and camera, so I'm looking forward to seeing what you've done with it. Certainly a project with a lot of potential.
Thanks man, that's great, having a go now. Anyway, sorry this reply is so late but I got distracted by other stuff and forgot to check :(
Just letting you know that you're help and advice hasn't gone to waste and I'm very grateful for it...
It's looking great.
Why are we hailing Gabe Newell? O.o
Awesome, looking forward to playing it...
I hope we get to ride it, I love riding trains in games ^_^
Yea but it could mean anything... several people will come from the sky and blow up the earth? We're not guna learn much from the pictures...
I agree with the above to an extent, I was ****** about that reaction when the trailer hit some of the big sites, I mean ******, but on the other hand I think it's great you've responded to it in a positive way, as well as creating a weapon that actually looks better, so good work.
it was good, gameplay works and is fun and challenging enough it doesn't feel gimmicky, only complaints is that the animations are a tiny bit choppy (a lot better than most unity projects I've played though). Other than that it's a great project and I hope you take it further...
Looks pretty cool but is it called clastle or castle? I'm guessing the latter, in which case only the trailer is correctly labelled.
Space + Pirates FTW! Tracking...
Now that truly is awesome... and a little bit scary :(
Is it out yet?
I have a 360 controller but will the final release support mouse and keyboard control? After watching the in-game trailer I can see no reason why it shouldn't other than it being extra work. Many pcgamers don't have a gamepad at all, and even fewer a 360 controller (although it probably is the most popular).
Oh ok I'll certainly look into that, it looks great. Thanks for the feedback and encouragement.
Do you have any advice as to how I could improve the walls? Cuz I'm a noob and I'd just learned to make a wall texture and apply it planar, then view align and fit, the circular room completely threw me off. Eventually I worked out I had to tile it but my texture making skills are far, far worse than my modelling, so every time I tried to make a texture that could be tiled it ended up looking terrible, either just not matching up or having patterns that get repeated across the wall (which is the problem I ended up settling for).
> you guys remind of the Black Mesa Team because you
> are adding so much details.
Difference is that they're keeping us up to date on the progress of the mod and not being al shady about... well pretty much everything.
I think it is bump mapped but I don't remember how high I set it, your right though it could do with being higher. I probably just left it on the default 30...
I could never do that :'(
Ok, first off I know nothing about harriers, so I'm probably guna sound like a complete idiot. I searched on google for some images and the main thing I noticed is that in all the images they have 4 missiles (I'm guessing that's what they are) under each wing, where as here there are only 2. I'm sure they don't need to have 4 though in real life or here, so other than that pointless piece of feedback, it's really nice, a little sleeker than they look in the pics, but so close to accurate that I can't put my finger on anything that doesn't look right.
What's the point of putting up 360 only releases on ModDB? In fact what's the point in making your game 360 exclusive full stop?
Is that a space ship? O.o
Eh, I'm a single player kind of guy but if you carry through on MP, SP AND Co-OP that'd be awesome... you've got your work cut out for you though, so good luck, the screens look great so I am excite ^_^
ORION HAD JETPACKS FIRST >.<!!!!
I think it's meant to... but your right, it does look strange.
Yea but it also gives people a sense of security. Hey, you can argue that it's only psycological and means litte/nothing, but those people won't buy it unless it's on steam and then through steam regardless.
Also the benefits of having your game on steam in the amount of extra attention that attracts, compared to the fairly reasonable (or so I've been lead to believe) cut that steam takes from your profits, are massive.
So yes, the devs will make more money from your single purchase if you buy it directly, however if you buy it through steam, and play it, and love it, and your friends see you playing it and hear about you loving it, and some of them buy it to see what you're on about, and then some of their friends buy it... well you get the picture. I know most of my mates would be fairly open to any suggestions for cool games I've bought from steam, but would almost certainly not buy a game I'd found, from their eyes, fairly randomly and obscurly tucked away on some dev who they've never heard of's webpage.
The sci-fi nut inside me who loves pretty, shiny colourful stuff just had an ******... t'was epic.
what he said ^^
Yea, I meen if your guna do a Blue-Shift source remake then by all means add your own touch to it, but getting too far off Half-Life cannon is probably not a great idea, and as awesome as that concept art is, it isn't a half life zombie.
Although what I will say is everything else you guys have uploaded today is class.
As for the concept art, it is a good piece so who ever did it should still feel proud, and everything can be re-used in the future. Thats what my sound design professor nailed into me for 5 months and it's a fair point.
That looks awesome...
So each option has around 19 possible lines of dialogue then?
Thats pretty impressive... sounded good aswell.
Ok that was a little too long... sorry about that :(
I woulden't be too harsh on yourself. This kind of game/mod is still pretty much untrodden terretory, sure there have been some, many of which you have cited above, but so far they have all been their own attempt and very much taken their own direction. What I'm saying is it's not like there is any real blueprint to follow.
In retrospect my biggest problem with the mod (and I'd like to point out I in no way hated it, or even disliked it, or else I woulden't be bothering to read this update or post this message) was that I didn't really understand it. I found it to have a very strong atmousphere, one which I found both intruiging and more than a little oppressive, but in terms of narrative detail, I didn't grasp much.
Now this compares pretty well to my reaction to Radiator Polaris, difference being with that I got what happened, I just didn't get what the point was, or even whether there was a point. With this I feel like there is a point there, but I have no way of ever getting close to it.
Basically I feel the central thing you should be looking at is how the narrative is translated, if you want it to be subversive thats fine, but if a player feels like their not grasping anything thats going too subversive. The way it's presented could be looked at aswell, I found the slab with the scrawled messages about God extremely effective, and I'd really like to see more techniques like that used, much like Portal or L4D, or even Radiator Handle With Care (with it's id magazine and employee rights). Not nessesarily the central method of presentation, but certainly a focus.
Anyway thats my penny in the bag, I think you're expecting a lot from yourself and this first attempt, possibly a little too much conidering it's a first attempt, but on the other hand I feel you understand the few problems that have come to light post-release, and if anything I'm now expecting more from this series than I originally was. So yea, looks like your guna have your work cut out for you ;)
Hey, it's looking interesting. Other than the vids not working a pretty nice update.
Sounds pretty cool, tracking...