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shiny cell shading, new system to stop people from never touching the ground, new game modes, easier open scripting, you guys ROCK!!!
Whoa. Really really nice. This shows the limits of the engine. How is the rendering load, though?
I must say I'm very impressed with your mapping and texturing.
Here's hoping the gameply will be just as superb.
There were a few puzzles that were REALLY painful, but otherwise I really enjoyed it.
epic trailer. Very professionally done.
shiny work. I'm impressed that you guys are aiming for being done in only a couple of months (well, ok 6-ish). I've been tracking some mods for nearly a year now.
That is, access when they are released. NS2 has not reached the point of any released content in the form of an alpha nor the tools, but the $40 will give you access the moment they do.
so, 1.2 is go now?
Ah animations. Perhaps the single toughest thing to get right in a game's artwork.
woohoo! I'm always amazed at the quality of modeling you guys put out. It puts my feeble attempts to shame.
It's not a question of slots though. I've found that MP tends to be more fun with a fuller server, but that paradoxically means you're less likely to have a slot.
Anyways, I guess I should dig out my old disk one of these days and see how far we've gotten form the early "oh look, a model and skin pack" mods.
I still haven't really locked in a great SP mod for Freelancer. Are there any? Or should I be trying out the MP more? I just hated how my progress was locked to a single server, and all the good ones would be busy and full. Advice?
Awesome stuff. It's really cool to see how you guys have created some awesome pipelines to get this thing out the door. Congrats.
I played it before the review and knew you guys were in for greatness.
huh. excellent symbolism.
I wonder what happens if you manage to repress all the memories?
Nice. Always good to see the reactions of the non-gamers.
You've hit the spot if both demographics can really get into the game. As an avid gamer I really enjoyed it, so you've got my vote. =]
very insightful article.
It's good to know that sometimes the ad hoc system works. I know that in many areas the better organized you are the better. But it seems you guys were able to take advantage of fresh talent and get rid of stale ideas very easily making the project something you could enjoy working on (and show results w/ quick turnarounds too).
And as all good teams, you've learned from your mistakes. A huge plus. Too many times the teams won't adapt to the criticism, the workflow, or even each others growing talents. It's encouraging to see a team that was able to stick it out even when reduced to the bare minimum workers.
Kudos and I can't wait to see the polished product.
media media media!
Good concept, but without a core coder you're doomed to failure. As onequarterlife keeps mentioning, coding the Portal gun from scratch is gonna be a real pain, and you need someone really solid to get something that's even close to comparable.
Scrounge up a solid team and check back.
I demand wider hallways!
Interesting style. The artist keeps picking away at different parts as he/she feels like it instead of some of the more procedural artwork I've seen. Very beautiful and great attention to detail and style.
awesome. will go read now.
It's interesting actually how few make the mod 'rags to riches' story. Most straight up climb the corporate ladder. A huge chunk work on doomed projects that never release before they get themselves a desk job at a company. Perhaps the awesomeness of the mod 'rags to riches' story is that it's a rare, singular experience and due to the close ties of the modding community that when the notables rise from the ashes they are adored forevermore.
At the end of the day, experience is great but "Luck, Networking and Determination" are what make people great.