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!
Well, what does a poop do, except lie around and stink? I pretty much do that in real life, so I'm already living the simulation ^^
Hahah, I love that the other guy confused tilted with tiled. My comment must have made no sense to him at all.
Thanks for the info. I thought this might be the case, kinda like how roads have a "bow", in order to let water pass to the sides. And that is also rarely done in video games, though it looks much more accurate.
That must be a pain though, having to rotate everything to an exact tilt angle, so it looks grounded in those areas. Very interesting detail, good explanation, too. You are kinda my go-to guy now, when it comes to explaining ships ^^
I donated to this project last year and was kinda thinking it died afterwards. It's good to see you are still doing the work, and I encourage other people to send you a couple of bucks as some kind of recognition for the great work done here!
Why is the mail thingy tilted? Were the floors tiled or is it just a coincidence, or did you model that thing with a tilt in it? Looks nice though!
Ah c'mon, put some upside down, just for the laughs ;)
This is a pretty cool game. Keep up your great work!
The interface looks alright. I'd separate it though into one resource window and one stats window. So you can see on one HUD enemies killed, health, etc. and on another all your (camp) resources. Fog and snow, etc, should be in an options menu, imo.
What I'd like, would be a tracker to keep trace of time. Maybe there could be some makeshift calendars. Either by drawing a mark every new day (like in a prison), or by finding actual calendars that will work automatically.
As for the fire - it looks a bit extreme, like pressurized gas is shooting from the ground.
"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."
The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^
sure looks good for iOS. Nice lowpoly car models, too.
Nicely done! It's a much faster game than I anticipated. Only thing visually that I'd like would be if the sword trace was actually white, instead of black.
Well, every profession has its own vocabulary or even just special ways to use common terms. It seems like a lot of terminology in ship-making derives from French vocabulary. I guess they established the terms first. It still puzzle me that "Mayday" for example comes from the French M'aidez, which apparently was misunderstood by English sailors or translated into "Mayday".
That's good to hear, because since the video came out, I stopped liking this one. It looks like it was made by 14 year olds for 13 year olds. Not technically speaking, but from the way the scary stuff from KF is now 'below the top' ridicule. I could have lived better with "over the top", but that would have been a big departure from the KF standard and perhaps a different game.
looking good. I remember this station and it is a pretty cool thing.
Why is this called bow? I always wonder about the names on ships. The thing I wonder about the most is the "poopdeck". It seems like this is the deck on the back of a ship. I wonder if it is called like that, because people poop there. Seriously, I do :)
Looks very good man, but with GI these pitch black areas would light up, too. It would be awesome if you could get it to work with the engine, but if it is too much a hassle, do it with the next project.
Darn cool mechanics and features!
So you did model it, after all? I never though about this problem, before seeing your stuff. I simply cannot determine which part of something is your own work. That's a difficulty with modding, I suppose. So, in the sense of the word, you are far more a modder than I am, because everything I create is my own.
However, especially in your case it would be nice to know where the core material you use comes from and what the part you did looks like (e.g. the texture you made - flat, the model you made - in editor, etc.). I suppose you are kidding in your reply, btw. That's obviously not what I meant...
'cause the cow stole his chainsaw.
I want idividual suitcases for all 1307 passengers, or this game is a complete disaster!
Just kidding. Looks awesome. Bit much haze, eh, but nice :)
Why does it still say this is a Arma II: Combat Operations Mod, when it is actually a standalone game, based on the "A Take on Helicopters" Engine?
I was confused about the latest news, wondering why there is so much work still put into the mod for Arma II ^^
That's a simple fix. I'm a bit puzzled. The modeler/animator must have used auto weighting for the character. These armor plates will need their own bone(s) and be weighted on that bone, not onto the rest of the skeleton. Sometimes I wonder how you can do that advanced looking Unity stuff with Mo-Cap and all the nice modeling, but fail at e.g. rigging basics, such as this one.
I see, old problems never seem to quite go away ^^
Did you get Speedtree in the meantime? I'm thinking about getting it, but want to wait, until I have a month of little work, so I can produce gazillions of Speedtrees ;). I just wonder how working with it is. Like back with the free UKD version, except you get a lot more templates now?
Excellent! The updates sure kept me playing NMRIH for years now. Great to see some new maps! I hope the servers will upload these, soon.
That sounds awesome. GI would also be interesting for the exteriors, since you have a lot of reflection from the ocean. And you could have animated day/ night cycles. I'm sure current computers can easily shoulder the load.
It's still cool without it, but if you have the options to get a big feature to work, why not?! :)
So these areas will be a whole lot darken and irregularly lit, or are you gonna bake the GI lighting into the textures? That's a bit of an oldschool method, but might work fine, here.
These would look a hellofalot more interesting, if they were textured, ya know? Just saying. Tilt them 90° and you get a group of skyscrapers. Without textures everything is something else.
BTW. New Qixel suite is free until September. Maybe good enough for a quick texture pass?
Sooo many folds! Must have more folds in clothing, moaaar!
Pretty good trailer. Good-looking game, pale people. Win-Win.
How will these rooms be lit? It seems like there only are a few small lights on the walls, yet the room is lit bright, as in daytime. Is lighting your next task?
So they took a lot of mail to New York and sorted it on the way, to be delivered there? It can't be the passengers mail, right? First of all it's too much mail and then again - how would the passengers receive letters, on the ocean...
Excellent work as usually! How nice it looks when everything is populated with tings :)
I wonder, does the engine have capability to use decals? You might use some decals below the chair, as an indication to where people put their dirty feet while working. Since the ship is on its maiden voyage, I suppose there won't really be much wear and tear.
You've come a long way with this and it is really a beautiful project. I'm glad to be watching it!
Btw - what's that white round machine behind the table? Looks like some kind of generator.