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Revendel
Revendel Jul 5 2011, 5:18am replied:

Not really, but it does talk. ;)

+1 vote     media: Pile of traps
Revendel
Revendel Mar 30 2011, 7:16am replied:

Will be possible once I've finished the tutorials for both sides, THEN I believe we're gonna be helluva closer to some public releases. ;)

+1 vote     media: Overlordess - April gameplay video teaser
Revendel
Revendel Mar 29 2011, 3:49pm replied:

Fifteen at the moment, got one previously unseen I might be revealing in the newest gameplay, or might end up waiting till it's a bit less buggy. Deadly though ;)

+2 votes     media: Overlordess - April gameplay video teaser
Revendel
Revendel Feb 21 2011, 1:35pm says:

Really sorry about the delays, been having some difficulties, especially since September/October. Still in works, recently been able to commit myself fully as before. It is indeed coming along, hoping to get some post as soon as I've got newest testing video. For a quick heads up - most of the traps are ready, mostly polishing them up as testing goes. What remains are aesthetics - models, textures, UI and stuff like that - as well as some weapon and the "boss fight" tweaks, which I'm doing right now. Hoping to get a testing this Saturday, whether I will be able to I am not sure. However, if not I'm aiming for the next week. :)

Will be looking for modellers/texturers/mappers as soon as I'm sure it's all polished up. Still, if I'm not mistaken it shouldn't take long to get all the features ready for some beta time.

+1 vote     mod: Overlordess
Revendel
Revendel Apr 18 2010, 7:36am replied:

Had that proposed during the testing a week ago or so, I am currently considering it although wanna experiment with different approaches, not necessarily use the outlines.

+1 vote     article: Two more gameplay videos.
Revendel
Revendel Apr 17 2010, 7:28am replied:

My best bet is late 2010/early 2011. The issue is that while I can easily finish the map, one/two more, coding and so on quite early the problem is that I've been quite lazy (I admit this!) when it comes to looking for people able to create (high quality) models and/or textures. Fortunately most of the coding has been done and all that remains are balance tweaks, weapons and some minor UI changes, not much compared to what had been done.

+1 vote     mod: Overlordess
Revendel
Revendel Apr 16 2010, 4:27pm replied:

Yea, it actually feels like that every now and then, especially with those pesky players running around and trying to avoid your traps set up... at least you can burn them, blow them up, have a fridge eat them and so on. ;)

+1 vote     article: Two more gameplay videos.
Revendel
Revendel Apr 14 2010, 6:13am replied:

Out of curiosity, ROTC is Reserve Officers' Training Corps? That's the only thing that I found. :)

+1 vote     media: Alpha Testing - 10th of April
Revendel
Revendel Mar 22 2010, 12:43pm replied:

1. Varies, currently sometimes props are placed randomly in some area, in others they are the same, yet in others there is a way to use a module to push them around. Trying to find a more global solution to that though.

2. Not planned currently, currently the basic control lets you turn them off/on at will, they also disable themself by default if nobody is around thus not emitting any sounds and so on, thus hiding their presence and then enable automatically when somebody walks in range (can be done manually as well). You can also heal them, but currently there are no wiremod-style combinations available.

+1 vote     article: Gameplay video
Revendel
Revendel Mar 22 2010, 12:38pm replied:

It's "she" ;)

And yes, pretty much like that, plus you got some map-placed traps you can use, even automatic and controlled sentry guns. The dynamic traps can be placed anywhere as long as they are not too close to the rebels (some have additional limitations - like player cannot be in radius when it's placed etc.). Hopefully there will be an Overlordess-based footage soon to highlight this.

+1 vote     article: Gameplay video
Revendel
Revendel Mar 22 2010, 11:24am replied:

Is it "pfff..." as "I'm not impressed" or "pfff..." as "Nice" or maybe "pfff..." as "I don't care"? ;)

+1 vote     article: Gameplay video
Revendel
Revendel Mar 20 2010, 8:06pm replied:

Understandable, still I say it's far from ZM :P

+1 vote     article: Trapopedia - Part 3 + Gameplay video
Revendel
Revendel Mar 20 2010, 2:43pm replied:

Yea, but I'd rather bring up Dungeon Keeper here. Or Evil Genius. And the Trials maps from Synergy, those were the direct inspiration for the mod, but in the end it drifted and evolved in a different direction.

+1 vote     article: Trapopedia - Part 3 + Gameplay video
Revendel
Revendel Mar 19 2010, 10:41pm replied:

Nope, let me quote myself: "Well, if Zombie Master had suicidal pigeons, paralysing zombies, zombies that stick to you and explode after a while, zombies that disguise themselves as other entities etc. along with a final fight, ability to spawn anything anywhere etc. then yes, it's basically ZM :)

But to be honest - it's FAR from ZM, the inspiration for the mod were the Trials maps for Synergy, but it's strayed far away from that concept."

Not sure where people get the similarities, apart from the FPS/RTS (although I cannot say Ov is an RTS mod, but what the hell) combo, but it's been used in MANY games/mods (Savage 2 springs to my mind). I do advise watching gameplay footage first, because I fail to see the resemblance. :)

+1 vote     article: Trapopedia - Part 3 + Gameplay video
Revendel
Revendel Mar 19 2010, 6:51pm replied:

Something I don't get? ;)

+1 vote     article: Trapopedia - Part 3 + Gameplay video
Revendel
Revendel Mar 19 2010, 10:00am replied:

Might be, I cannot say as I play neither CS nor CS:S.

+1 vote     mod: Overlordess
Revendel
Revendel Mar 18 2010, 1:03pm replied:

No, no, generally every x seconds (depending on the map) the Overlordess gains 1 health, the point is that the longer you delay them the more health you have by the end - this also means that risking is worth it, as it might buy you some precious time when playing as a rebel, thus having a tad easier "final fight".

In a nutshell, it's a performance link between both phases (placement phase & the FPS one).

+1 vote     media: Overlordess Alpha Gameplay - March 6th
Revendel
Revendel Mar 18 2010, 10:51am replied:

Thanks for your comment, happy you like it!

+1 vote     media: Overlordess Alpha Gameplay - March 6th
Revendel
Revendel Mar 18 2010, 10:51am replied:

Thanks, glad that you think so! :)

+1 vote     mod: Overlordess
Revendel
Revendel Mar 18 2010, 10:51am replied:

Precisely. Generally I prefer to finish every bit up before bringing in all the necessary visual overhauls, as otherwise it just might be pointless to do - some of the elements have changed so gradually that they'd need to be completely revamped graphics-wise. That's why you got the flames which are just simple flames, vortexes which are just "pulls blue orbs in" - simplistic nature only to inform about any possible dangers. :)

+1 vote     media: Overlordess Alpha Gameplay - March 6th
Revendel
Revendel Mar 17 2010, 6:47pm replied:

Well, stay tuned for a gameplay vid which I am going to have up in the next 24 hours. :)

+1 vote     article: Trapopedia - Part 2
Revendel
Revendel Mar 14 2010, 11:47am replied:

Ov uses them up until the final phase, when it turns in a 1 vs all battle. They are also connected in as the longer the "trap phase" lasts the more health Ov will have by the end. It's hard, however, to specify how long the FPS part and the trap placing one last, as it's entirely dependent on the map.

+1 vote     article: Trapopedia - Part 2
Revendel
Revendel Mar 14 2010, 3:26am replied:

With console gaming being not so popular in my area back in the times of PS1 I can't say that I've played it, but Wikipedia's description of the game reminds me of Spy vs Spy as well, or at least the PC ports/versions. So I get the idea. :)

+1 vote     mod: Overlordess
Revendel
Revendel Mar 13 2010, 8:15pm replied:

I do realize that, but you do realize that you can screw around with word formation? ;)

+1 vote     article: Trapopedia - Part 2
Revendel
Revendel Feb 22 2010, 10:16am replied:

I don't really get what you mean, but yea, there's a pigeon described in the news post. :)

+1 vote     article: Trapopedia – Part 1
Revendel
Revendel Feb 17 2010, 7:25pm replied:

I've been playtesting mostly with friends, all on voicecomm and with alltalk on. Gotta admit (hype, hype, hype! :) ), it's amazing when everybody is either panicking, laughing or shouting for help. And that's why I need to use Source demos to record footage first, to disable voice chat later on while making an avi out of it. Plus, it's hard to keep yourself from making some obscene remark after getting blown off a crane to certain death. ;) There're still some more... insane features coming in, gonna mention them once I get all the traps described.

+2 votes     article: Trapopedia – Part 1
Revendel
Revendel Feb 17 2010, 4:46am replied:

Well, if Zombie Master had suicidal pigeons, paralysing zombies, zombies that stick to you and explode after a while, zombies that disguise themselves as other entities etc. along with a final fight, ability to spawn anything anywhere etc. then yes, it's basically ZM :)

But to be honest - it's FAR from ZM, the inspiration for the mod were the Trials maps for Synergy, but it's strayed far away from that concept.

+1 vote     mod: Overlordess
Revendel
Revendel Feb 16 2010, 8:00pm replied:

Truth be told it's only an older drawing I uploaded for an impending news post, so it's nothing definitive, just to add a picture to it. :) All is gonna be clear when is authorized.

+1 vote     media: Flamer concept art
Revendel
Revendel Feb 16 2010, 10:46am replied:

This is... bizarre. :)

+1 vote     media: Flamer concept art
Revendel
Revendel Jan 6 2010, 7:33am replied:

Same here, would be quite nice to meet up.

+1 vote     article: 2010 Independent Games Festival Finalists
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