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 Feb 21 2015, 7:41pm replied:

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. :)

+1 vote   article: Perpetual Early Access release
Revendel
Revendel Feb 20 2015, 8:34am replied:

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. :)

+1 vote   mod: Overlordess
Revendel
Revendel Feb 19 2015, 9:35am replied:

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

+2 votes   mod: Overlordess
Revendel
Revendel Feb 19 2015, 9:27am replied:

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.

+2 votes   mod: Overlordess
Revendel
Revendel Feb 19 2015, 8:52am replied:

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

+3 votes   mod: Overlordess
Revendel
Revendel Feb 19 2015, 8:52am replied:

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

+1 vote   mod: Overlordess
Revendel
Revendel Feb 18 2015, 4:08pm replied:

I'm really glad you're liking it!

+4 votes   article: Perpetual Early Access release
Revendel
Revendel Feb 18 2015, 2:25pm replied:

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. :)

+5 votes   article: Perpetual Early Access release
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 Nov 13 2009, 2:31pm replied:

As much as I'd love to it's not that easy to be done in a mod. Of course there are some workarounds and ways to "fake this", but that'd be too much work just for that effect both on coding and, probably, mapping side.

+1 vote   article: New Impact Effects
Revendel
Revendel Nov 13 2009, 7:38am replied:

Should be fine now after some tweaking, will try to get some final vid up. :)

+1 vote   article: New Impact Effects
Revendel
Revendel Nov 12 2009, 4:37pm replied:

I got the speed right now (set the gravity to like 2.5 times stronger), and I'm not sure, but I think it looks weird because of the colour. I tuned it up to white a bit more, tuned its position and velocity. Should be fine now, I'll try to upload a clip as soon as I finish the particles upon impact on traps. :)

+1 vote   media: Impact Effects #2
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