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although youve got almost nothing posted. at least we know that there is another horror mod in the works. keep up the good work, be persistent.
I say even though it is very early, this mod is going in the right direction. Ive had people beat down on me for showing my very early work, as saying: this is all ive got for now i just wanted to let you know im working on it.
I like what ive seen and heard so far, and i look much forward to this mod. I think if it gets completed it will be right up in the ranks of afraid of monsters or cry of fear.
Unless i get a team together, alone this game could take around 5 years to make all by myself. But i can have a demo made much sooner. Ill make more decisions about the game when i have more base for it. And the main post for Indie Database and the COF forums will only be put there when i actually have somthing good to show.
Not entirely based, as much as involved. The antagonist is the manifestation of Jack's inner flaws and because of his special trait: Lucid Dreams, he faces his flaws in his mind and attempts to destroy them in a supernatural manner, he may face his problems on the outside. But he realy has no choice as his nightmares come to haunt him whenever he may sleep. His nights have long been restless.
This project isint dead, however it has changed the main focus.
Sadly no, soon you will find update posts on the cry of fear forum and and a main page on Indie DB.
Im looking in to making a horror first person action game and after i saw how much of a pain in the *** Unity3D would be if you didnt get the pro version (well you can write your own physics and shaders ect. for the engine but the implementation can be tricky. Doing that i thought would make it difficult to make more than HALF of the code that the games rendering and pysics system needs. So i turned to UDK and i realized, just this is 1.7 gigabytes, it is cutting edge, but i dont need cutting edge. Im looking for a moderate graphical experience. And im going for simplicity. Im making all the models and as many graphical elements alone as possible. So when this came across my eye. I thought, its simple yet effective. I Hope i will like this engine enough to develop my game on it.
Oh yeah, i will have smooth shading on the final product.
To help with time restraints, im going to finish as many weapons and base engine parts as possible and about 1/6th of the campaign to release as a demo. But with full multiplayer support and an SDK so people can begin mapping and making addons. So while the singleplayer will deliver the most story depth. The other faccets of the game are planned to give the action and enjoyment of the gameplay mechanics. So my plan is to make this as enjoyable as i can while the mod is still being finished.
allthough i may be able to model decent guns, i am still like Just learning how to UVW map, I am a experienced 2D artist, but as far as 3D goes, i can use all the help i can get. If you just start reading articles and watching tutorials i bet you can learn just as much as me in a week, because im doing all the different facets for the game now. Any help you can offer is appreciated.
I am avoiding smoothing as much as possible. i want there to be a poly limit of about 2000-5000 a model. I want this game to run as well as possible by optimizing the graphical elements as well as possible. This gun however is not near finished. It needs better edge flow and yes, more polygons to make a smoother finish.
I wouldnt say perfect. I barely got realisic hands with the finished geometry verison.
Its his pet crow, he got after his dog died.
Thanks for your feedback, i dont take offense to your comment knowing that nothing can satisfy you.
Mapping will take some time,and it is tedious work so yes, multiple mappers are much needed.
I would call him Kevin.
i think ill decide how i feel about my brain.
English is my first language, im an autistic schytsotype and i use very complex words a lot and i am human so i misspell often.
I tried to give it realistic anatomy. I mean Srysly you see hands with no palm extrusion and no knuckes in Counterstrike, conterstrike SOURCE! Half life 2, hell even Simon in cry of fear by the amazing team Psykschallar has almost no knuckles. I guess it has somthing to do with making them hard to rig properly. I dont know, i managed to rig them just fine.
Im glad you have the modesty to say this, i love CZ and hope to make an advanced mod for it. thats why im checking these out.
Im working on a lot of the weapons right now and reading 3dsmax tutorials, thats why ive not released material in some time. But about that if your talking about the music, yeah im realy ready to get the ball rolling on the soundtrack. ive been listening to alot of dark ambient lately to get inspired. Mostly nine inch nails and aphex twin.
i mean someone who can write function code for the game.
OH BELIVE ME, i watched neon genesis evangelion, i have the psycho part down, but two heads on the same science are better than one eh, ill talk to you and the others wanting to join the team once i make my next material post here real soon.
Id love to see this work in 8-bit mode, if you want low tech 3d stuff, go for the half life engine, as far as anything on the duke3d engine, keep all the weapons and monsters as sprites, cmon, its just too old to operate properly with that stuff. Anyway, would still LOVE to see this mod finish.
I plan to balance things as much as possible, the weapon origin will be close to the screen but not too close, you will be able to see some of the forarm unlike in call of duty games where its soo close you can only see the hands. And the animations will be a balance of style, practicality, and efficiency. They will be fast for reloading but not too fast.
very realistic, i would have done more to my fiveseven if i werent concerned about triangle limits.
Its hard to discorage me but some positive feedback realy keeps me working hard. Thanks!
Its going to be only lightly involved with david. But i plan to make him a unlockable character. But for the most part the story will focus on Jack.
There may be a point that i take AOM out of the title, all depending on where the project takes me. Its looking like it will be far off from AOM:DC so its likely.
Still then RuMpel doesint seem to mind if i still make david a character as long as he is credited. And of course team psy would want to get their hands on the Hires david model that im making.
I drew this avatar about 3 years ago. I did it in flash and i stopped doing digital art since then. allways prefered drawing by hand.
Actually ive never seen one of these in a game either. I was planning to make a USP45 for one of the main pistols. But thanks to your suggestion, i definately want to make the Match instead!
The USP is often standardized as a tactical pistol, but lots of people forget that its 45 caliber. Its suppoesd to act closer to the Deagle(Power) than the glock(Tactical). Meaning im going to make this gun one of the hand cannons, instead of a tactical pistol.
Ive allways liked the design and what do you know, it has more muzzle energy than the regular USP.