I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
As much as I'm getting tired of seeing the same environment over and over, I have to say I totally agree with you! The expectations from users are ridiculous, these days. They can't differentiate between one type of game design and another. Nobody realizes how much work it is to make quality assets and more so - quality materials. In AAA productions, they usually go the extra mile to make that model more appealing; the labor cost is high and the win is marginal. That's part of what Carmack meant when he said the few things we gain in visual fidelity aren't worth the amount of work put into them, these days.
However - I also have to object!
You are trying to push the envelope with your version of the engine. It looks good, but not fantastic. I can make a better looking scene in Unreal 4 with simpler to use tools and a much better workflow. So it stands to question what you want to sell the most, the visuals or the gameplay; to me it seemed the latter. Telling us that big studios have a thousand employees or more should just make you realize you are aiming for the wrong goals with this development. Visuals that's something us indies can't compete with. Development of new methods to do old things better is just to rapid and volatile.
This post is meant to explain to you, how people like Dre@meR's preconceptions about game visual come about; they take the highest end graphics for granted these days. They assume creating games is easy with a good plan. They assume technology stays the same more or less. That's one of the reasons why I'm in doubt if I should continue working in the industry. It seems like the rewards to all gamedev endeavours today can only be money. And that's just not why I'm in it.
This is a kind of heavy atmosphere I would connect to a very damp, warm place. What I never get about fog volumes is why they can't be gradial. In a real situation you have all the hot damp air up in the room, all the cooler, clear air below it. The fog volumes/particles however are always evenly distributed which creates the kind of "after-shower" effect.
These new textures give the room a whole different vibe. It looks more "brown", y'know like stuff used to look then. Not so lively colors, oldschool patterns on cloth and the whole yellow/brown look of floors and ceiling tainted by thick cigar smoke!
This looks really good for ingame! The lounge and boiler room are my favorite parts of the ship so far.
It has no shadow, it is hellspawn!
Yeah, there is says it all. I tend to read your descriptions afer you notify me that what I am looking for is in your description ^^
Yeah okay, makes sense. Original fotos = original look/designs. Still cool ^^
You have a private leak -^? Wild stuff!
Looking good guys.
So this game is gonna look really superslick and clean, right? because a lot of what I see looks fabric new or has hardly any wear. This model look a bit empty, but I guess it's WIP.
In my country the square Batteries are called "9 Volt Block", maybe this is a reference to that kind of battery?!
How do you actually get the photo reference for these textures? It'S really nice looking!
"Awefully placed door" ^^ I like all the descriptions, giving stuff fun names is the best part of development.
The greatest thing is that you kept it going over all those years. Congratulations!
I'm kinda struggling with modeling at the moment, because I am doing a piece that is way too big to see results in a couple of weeks. Then I look at this project and think to myself: things like that don't get done in a few weeks, either. It's a great inspiration to see you pushing this game and the models you made for it always look great!
How would you know? do you think the prosthetic arm is an in-game model? No - it's a render, and yes it looks good. RPG's don't need to be that detailed, because you aren't close up. And I'm also sure the game will look great, but don't go confusing beauty shots with realtime content.
There is something wrong with the lighting in this game. You have sharp shadows everywhere. Underwater you get soft shadows, nothing crisp like that.
I don't have Episode 2. Is it required to play the mod (I thought most "mods" are standalone these days). I installed Source SDKBase 2013 SP, but your mod is not showing in my game list.
So, I uninstalled Steam and also reinstalled my network driver, because that seemed to cause my game crashes. Everything works fine now, as far as my games are concerned. As far as your mod is concerned, it is still not showing up in my games list.
Could it have something to do with my language settings, perhaps? I didn't have any problems installing NMRIH or FOF, but your mod doesn't show up, no matter where I put its' folder. Shame, really, I'd like to see it.
Thanks for confirming the mod works!
Of course I unpacked the whole folder into sourcemods. Didn't work for me. Like I said, I have a dozen other mods installed and all work. But Steam has been a bitch lately, crashing and generally not working for me, so maybe it's something with my Steam installation.
I put it in the sourcemods folder first, then tried putting it in the common folder (where my other mods are located). Neither of them worked. Confirm a working installation, please.
I restarted Steam and this is about the 100th mod I install, so something must be wrong with your build. sorry.
First time I see a project use the Sketchfab viewer. I think that's awesome! The game looks cute, too. Good job!
What's that thing on the end of the Grapple Jack (the "hook")? It seems so familiar to me, but I can't pin down where I saw this in real life and what it is used for.
Maybe, they just wanna play ^^?
It looks awesome if you find it in a future space station floating near a nebula. As an asset it isn't a bad model (unlike the watch, for example). But the watch is a far more believable asset and fits the game world better than this sophisticated syringe. The last time I saw something like this syringe was in the movie "Edge of Tomorrow".
This is the first time I hear someone say Cryengine is "easy". Sure it has an amazing level editor and tools, but the shader workflow and the proprietary formats (require their own exporter + setup) for models is a pain in the ***, compared to Unity or Unreal 4. I wasn't happy with Cryengine, but I use Unreal 4, which is currently combining the good parts from Unity (simple importing, good tools) with graphics on level with Cryengine.
You might regret this switch, once you have to deal with Cry's mannequin system and the proprietary Crytif export (and the proprietary model exporter) needed to use their engine. I'm not a fan. I want to make stuff in Maya and get it into my engine of choice without using any bizarre formats and custom exporters. Also the Cryengine documentation is quite lacking. There are actually several versions of it for the different engine updates (which happen often, before they are properly documented).
Sand burial is a great addition. Good stuff!
Syringe made from metal? Hmmm, HMMMM?!! That thing looks like a flashlight, an engine piston and three metal spikes mashed together. It looks really sci-fi and doesn't fit with the rest of what I see. Was it made for the game or is that someone's model that you are re-using now?
I like how the watch displays the players. It doesn't really make sense, either, but it's a nice way to get rid of some HUD info and put it into an interactive device. Any plans to turn it even more into a "smart" watch? These things are really quite cool in real life and can help you survive,
Why did I have to think about South Park first, whyyy?
Will there be "cat enhancements", e.g. better vision in darkness, impossibility to receive fall damage ^^, etc? I also think you should have a night map and brawling for territory with other cats. I don't know, perhaps the game has such features planned anyway, I'll have to check.
The jump animation needs some easing in and a bit of weighting to give the feeling of momentum. At the moment the jumping looks a bit like playing a platformer game.
He's wearing his red shirt and the brown pants!
Well - I haven't downloaded the Beta, so I can't test it. I think you chose a difficult engine for an open-world game, because Unreal 3 was not really great at rendering wide open spaces. Cryengine is better for that, but it's a pain in the *** to work with. So my complaints are only about things that really bother me and stick out.
The procedural gras looks a bit too scattered, typically for Unreal. I'd maybe just try to have a better ground texture and use gras patches only in certain locations. After all, you have a lot of pines or whatever those trees are called. There isn't a lot of gras below these trees in real-life, either.
Why don't you make a real video sometime soon? I'd like to see the game in action. Then people can decide to download the Beta more readily than from just screenshots.
These sharks are damn fast, I guess the first guy will die a lot, just so the others get warned. The sharks are almost like some kind of stealth predator. I know there are defensive measures (used at e.g. underseas excavation sites), such as pierced tubes that evaporate bubbles of pressurized air from the ground. Sea animals hesitate or simply don't penetrate that invisible curtain. Stuff like that could be useful in order to strategically plan a getaway.
I also like the new Logo, Very sharkey.