Revendel

MichaƂ joined

I develop games & mods for the fun of it. Check out the "mods" tab for my Source modification, and don't hesitate to send me a message if you've got some questions or just wanna say hi! If you're interested in my professional experience check out my LinkedIn profile linked in the right hand panel.

Comment History  (0 - 30 of 64)
Revendel
Revendel @ Perpetual Early Access release

Hello! I was actually trying to look for your channel to see if any of the videos are up, but unfortunately couldn't find much. Happy to see you around anyway. :)

Good karma+1 vote
Revendel
Revendel @ Overlordess

Unfortunately not, can't host one myself at the moment. BUT a couple of people from my friends list are interested in playing the mod. If that works out I'm thinking of just getting people from Moddb interested in playing and hosting some "Play with the dev" session, where everyone can just bash me about bugs, imbalance and problems in the mod, until I've fixed them. :)

Good karma+1 vote
Revendel
Revendel @ Overlordess

To expand my comment a little, one of our testers was the master of cheese and would hide flamers in walls with just its "nose" peeking out. I managed to record once when he got a lucky and one of the destroyed flamers dropped a vortex which sucked everyone in. Like this - Youtube.com

Good karma+3 votes
Revendel
Revendel @ Overlordess

Fortunately not, there's a radius around every player which prevents you from just dumping mines on top of them. I also added custom constraints to certain traps, so that you cannot place long-range traps which would be able to attack any player immediately after placement. Generally I tried to balance it enough to allow for some sneaky, but legit, trap placement, while preventing cheesy tactics.

Good karma+2 votes
Revendel
Revendel @ Overlordess

Wish I were... I wish I were...

Good karma+3 votes
Revendel
Revendel @ Overlordess

What do you mean? Something more besides the latest one?

Good karma+1 vote
Revendel
Revendel @ Perpetual Early Access release

I'm really glad you're liking it!

Good karma+4 votes
Revendel
Revendel @ Perpetual Early Access release

I should've actually just put it out ages ago, but there was also the thought that with some feature axing it could be released if only we got the proper art... either way, thankfully I did it in roughly 50% of Duke Nukem Forever development time. :)

Good karma+5 votes
Revendel
Revendel @ Pile of traps

Not really, but it does talk. ;)

Good karma+1 vote
Revendel
Revendel @ Overlordess - April gameplay video teaser

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. ;)

Good karma+1 vote
Revendel
Revendel @ Overlordess - April gameplay video teaser

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 ;)

Good karma+2 votes
Revendel
Revendel @ Overlordess

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.

Good karma+1 vote
Revendel
Revendel @ Two more gameplay videos.

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.

Good karma+1 vote
Revendel
Revendel @ Overlordess

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.

Good karma+1 vote
Revendel
Revendel @ Two more gameplay videos.

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. ;)

Good karma+1 vote
Revendel
Revendel @ Alpha Testing - 10th of April

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

Good karma+1 vote
Revendel
Revendel @ Gameplay video

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.

Good karma+1 vote
Revendel
Revendel @ Gameplay video

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.

Good karma+1 vote
Revendel
Revendel @ Gameplay video

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

Good karma+1 vote
Revendel
Revendel @ Trapopedia - Part 3 + Gameplay video

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

Good karma+1 vote
Revendel
Revendel @ Trapopedia - Part 3 + Gameplay video

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.

Good karma+1 vote
Revendel
Revendel @ Trapopedia - Part 3 + Gameplay video

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. :)

Good karma+1 vote
Revendel
Revendel @ Trapopedia - Part 3 + Gameplay video

Something I don't get? ;)

Good karma+1 vote
Revendel
Revendel @ Overlordess

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

Good karma+1 vote
Revendel
Revendel @ Overlordess Alpha Gameplay - March 6th

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).

Good karma+1 vote
Revendel
Revendel @ Overlordess Alpha Gameplay - March 6th

Thanks for your comment, happy you like it!

Good karma+1 vote
Revendel
Revendel @ Overlordess

Thanks, glad that you think so! :)

Good karma+1 vote
Revendel
Revendel @ Overlordess Alpha Gameplay - March 6th

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. :)

Good karma+1 vote
Revendel
Revendel @ Trapopedia - Part 2

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

Good karma+1 vote
Revendel
Revendel @ Trapopedia - Part 2

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.

Good karma+1 vote
Level
Avatar
Avatar
Last Online
Country
Poland Poland
Gender
Male
Friends
Become friends
Member watch
Follow
Comment Statistics
Posts
64
Per day
0.0
Mods
16
Articles
34
Media
14