Surprisingly, yes. It's just very, very, very slow.
Surprisingly, yes. It's just very, very, very slow.
Awesome! Have you gotten around to the wall-text font yet? I started a version tracing the ones from SS2 because I couldn't find an exact match online (though it isn't a pixely one, it's smooth lined)
Looking good! :D
Argh, that pains me a little. Makes way more sense, but I sure as hell miss Quake engine games.
A little bit System Shock, a little bit Half-Life, this is damn impressive, if buggy in certain areas. Translation could use some work too, but otherwise this is fantastic.
If we go the paid route, that won't be an option. We are kinda testing the water on all fronts here.
Bloody hell.
Another year, another update to Repercussions that makes me want to stop working on my stuff entirely. I mean... stunning. Totally stunning.
Oh, I was wondering how you are planning on implementing the patterns on the walls in Cyberspace? The original game ran Conway's Game Of Life on the grid, are you going to do something similar? (I can't imagine that being easy given how Quake does it's thing).
Goddamn, this is coming along great! :D
In case folks are wondering: The mod is not dead, and I'll be listing it on Greenlight before January 31st.
Hot damn. I'd be happy to lend a hand, if you need!
Hell yeah! I'm working on it right this second :3
Goddamn this is looking good. I know we're working on different engines, but this puts what I'm doing to shame.
You've basically fixed every complaint I had with the original. Can't wait.
Sorry, Google Translate really isn't helping me on this one.
Dynamic reflections? Pretty!
How are you guys doing this? Are you using the leaked source code to fix the crashes when going through Portals, or are you using some magic console commands that us mortals have never found?
How did you go about the first person camera control in that opening sequence? I always struggle with that kind of thing (though in fairness I'm using the Portal 1 engine)
...this room is still in the game.
Wow. It is literally the only room still in the game from this stage of development.
Destination Hostile was the original title.
I really liked this, though for the development time it was really, really short. I don't blame you for taking your time, its a really high quality in almost all areas, but it was over in less than an hour (I don't know if I'm just super awesome or something).
Too many of the puzzles have solutions that basically ignore the actual puzzle, which is annoying but not unexpected. However, the way you had NPCs interact in there is really what makes this shine. Was still sad to see the Waver only be in the game for about 5 mins though.
Still, looking forward to whatever you've got coming next.
*blows the dust off this page*
Well, I supposed I should start working on this again sometime soon...
I get the idea of starting simple, but I think you'd be better served making levels for Wolfenstein 3D...
Your stuff looks really good! Mind emailing me? spamcan00(at)gmail.com
Yeah, its kinda sad really. I like the look of your mod by the way, especially the wooden areas (I dunno, I just like that style. Possibly because I'm tired of seeing areas using exclusively modular panels all the time).
SpAM_CAN
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