Unfortunately there's no updates of this at the moment. You could try contacting our lead programmer if you have any questions regarding the project. You can find his contact information on this page:
Toxicfork.com
Unfortunately there's no updates of this at the moment. You could try contacting our lead programmer if you have any questions regarding the project. You can find his contact information on this page:
Toxicfork.com
Sorry for the late reply. Unfortunately almost all the team members got work in the game industry and were unable to continue on the project, do it have been on ice since the middle of 2011.
This was our final video from the closed testing:
I hope to either bring it back one day, or implement the movement mechanics into another project, but it will be a while before that might be possible. Thanks for your interest and taking the time to comment on such an old project :)
We were planning on releasing tutorials on how the code was created and how to do something similar once the project would finish.
It warms me to hear that, but unfortunatly the game is currently on ice, and will most likely be so for quite a while longer. I plan on picking it up again when it becomes possible to do so. We'll probably switch over to using Unity then since we are reworking the entire player movement, and the issues that causes with networking in UDK.
On ice at the moment. Won't give up easily on this project, but it might take a while before we'll be in a position to be able to continue working on it :)
Will be looking forward to it :)
At the moment it's very unlikely to be released for Linux since we're using UDK to develop it.
Correct. Hence why we're recruiting animators :]
You're very correct about that. But designing the movement first, allows us to more carefully tweak the combat so it matches everything else. For example, how fast a fireball should travel is quite relevant to how fast a player can move.
We have alot of design ready for the other parts, but another reason why we're not yet implementing them is that we're such a small team, so we have to focus on one thing at the time :)
No worries though, we'll give each aspect as much love as we're giving movement, and all our intentions are to make it so everything works together awesomely ;)
Thank you guys for sharing your thoughts. It's always enjoyable to see how people are passionate about things. We intend to give every aspect of the game as much love as we're giving the movement, but since we're such a small team, we're focusing on one thing at the time.
As AntonQ suggests, we're also interested in experimenting. Rather try something new and fail miserably, than to do something that's already been done to death. Worst case scenario, we learn something and walk away wiser, best case scenario, it will be as awesome as we intends it to be :)
Darthalex advice is solid though, as it's easy to get muddled with features with none of them being ace and the scope becoming unmanageable for the game.
TRiBLy, we actually designed Aron in such a way that if things go south, we would always be able to rely on one of the three parts to hold the game up. But at the moment it's more a matter of time to implement everything :)
We hope to share some more information about the other aspects closer to June. Then you'll also get to see that our art style is quite different from contemporary NYC ;)
It's true though. One of our references is Mirror's Edge, but we use it as a reference for both good and bad things.
Mirror's Edge is much more animation driven, while Aron is much more dynamic. It's hard to tell the difference from videos alone, and you'd have to sit down and play Aron :)
Although, the whole idea about acquiring flow and chaining moves to keep momentum is one of the things we liked about the game.
We'd be interested in hearing how you solved it for Jedi Knight Galaxies :)
Some people are deadly afraid of anykind of nudity, so we thought it was just fair to give a headsup. We were referring to this concept image:
Moddb.com
We very much appreciate your feedback, but could you be a bit more specific? :)
Which of the two concepts do you dislike, or if it's both, could you give some constructive critiscm on how we might improve them?
I read your moddb profile page, and it seems like your comment might be a prank, but I'll leave it here in hopes of getting some feedback from you still.
Yes, it's ported from the original Quake, so it's actually pretty much the same :)
We mentioned it in the upcoming news post which is still undergoing authorization.
I'm glad you like it :)
We'll hopefully be able to post tutorials about how the movement is created and implemented later, closer to June.
Darthalex, to make up for your wait, we decided to make an especially big news post this time around. Hope you'll enjoy it once the admins have authorized it :)
Got a new image update ;)
Movement is currently being reworked, to fully support multiplayer, so there's not much to show as of the moment. We're hoping to have a new cool video ready in three weeks from now.
The mocap cleaning progress is going slowly as there's alot of captured data to go through, and it can most likely only be cleaned at the studio where it was recorded.
Once we have a new video ready, we'll make a new news post that will reveal the full team aswell. The only position we're still lacking is an animator, and with more coders we'd be able to add in more of the spells for the first public release.
They are debug lines, which are the traces of the player movement :)
In other words, someone have been jumping back and forth between those poles alot of times ;)
Miguel, check the news post about the mocap :)
Haha, that area looks soo swedish! :D
Would love to just walk around and have a look :)
So what specific shaders are we seeing in this scene?
Darthalex, thank you for your kind comments. It means alot to us, and I'll be sure to forward it to the entire team :)
Awesome guide page, and awesome new theme! How did you go about to make and implement those? :D
Really love your art direction, and looking forward to see more! :D
The quality of the work shown in the trailer seems to be very high. Looking forward to see more from you guys! ^^
Currently, it's influenced by the player momentum, to decide how much to curve, but we're looking into perhaps adding a "flinging"-mechanic to it aswell :)
Awesome spectral skeleton!
Keep up the good work! :D
We'll need all help we can get, so even if we aren't listing a position, feel free to make a proper application! :)
Thanks for the feedback! :)
We might even make it yet a little bit faster, and have even more motion blur added to it. It's like with the wallrun, we don't want the player to ever be confused in which current state he's in or what action he's performing, so the camera tilt while wallrunning clearly tells the player he's wallrun. We need to do something similiar for the dodge :)
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