Haha, personally I have been spending all of my free time on Network over the Christmas holidays and will continue to do so.
Don't forget to check back on our Indiedb page tomorrow for our big update!
Haha, personally I have been spending all of my free time on Network over the Christmas holidays and will continue to do so.
Don't forget to check back on our Indiedb page tomorrow for our big update!
The engine is absolutely brilliant and is doing so much good for Network. Unreal engine 4 allows us to massively increase the graphical quality of the game and is incredibly easy and more efficient to use.
I can't go into technical details as of right now due to the NDA we signed for epic games, however what I can indeed tell you is that it is leaps ahead of unreal engine 3.
It's built around the next generation and is allowing us to push Network to the limits.
I will be posting some of our in-engine progress soon, stay tuned!
I apologize for the inconvenience, the video is now live and ready for you all to check out!
The game will be free to play forever, we do however have a micro transactions backend allowing you to purchase a variety of items inside of the game using real money ranging from visual upgrades, weapons to camos. Keep in mind, this game will NOT be pay to win though.
We are doing a Q&A in a couple days and is a great opportunity to answer questions from our audience. We have a significant amount of questions already and would love to get a variety of community questions no matter what they are, if you are interested feel free to leave them as a reply to this comment.
We did have a little bit of inspiration from killzone for this specific class concept, however it wasn't the primary direction that we wanted to head in. Regardless the piece turned out really well and still needs a fair few changes which will pull it further away from killzone and into our own theme.
Thanks, I don't think there is any global illumination in this scene. It is all placed and baked in by hand.
Its great to see your game finally being up on Indiedb, you have some great art and I am looking forward to seeing more from you guys.
Trust me, we had loads more names like that. Some of which are a little too profane for usage.
Thanks, I personally came up with the idea to try pull our weapons even further away from traditional weapons and thought of having a form of universal ammo magazine with different scaling dependent on the weapon size. Further on we realized that is is genius and allows us to save a whole ton of space and opens up a variety of different areas to go into which you will find out about later.
It's actually a concept, I must admit I am rather proud of our concept artist as it looks really realistic and generally brilliant. We plan to upload a modeled version of this grenade within the next few weeks.
I personally prefer the right one, the grey on the left one has a lack of texturing and makes it look as if it is still a really early WIP or just lack of attention in those areas.
Yeah, we decided to change the name of the game around our new storyline which made our previous name redundant. I will be releasing an update article early next week in regards to the name change and other progress on the network.
That's really great to hear! We shall continue to do somewhat large media updates similar to this one in the future for you guys.
Thanks, and I completely agree now that we are somewhat further down the line we are able to produce higher quality work faster and more efficiently.
Thanks, its good to hear that you like what you see, however we won't have a beta out for a while as we are still in the very early stages of development, that said you can expect to see even more high quality content added as soon as possible.
Thanks, and I completely agree with you on the RTS/FPS hybrid front, and if your laptop is capable of running other unreal engine games you should have no problem with HG: Infinite.
I haven't played natural selection 2 myself, however if we find some gameplay elements that are similar we will be sure to change them in the best way possible.
Thanks, we took a lot of inspiration from the Samaritan UE3 demo in regards to the lovely emmisive billboards and dark scenes, we tried to put that all into one lovely atmospheric scene to portray the beginnings of our new map which is going to undergo meshing soon with as much detail as possible in the given time before its brought to life in 3d.
I wouldn't say there is that much cyberpunk, But we've defo pulled off the sci-fi feel very well...
Yeah its dust, We are going to get that floating around in 3D space also with a nice cascade particle which should really add to the atmosphere. Wait until you see debri etc floating around off the edges :P
Its the outside of our spacestation multiplayer level, The actual scene in-game will be slightly brighter. This specific area is supposed to be a sort of overview area, Just to the right of the upper platform we are going to have the earth in all its glory you can't see that in the image so you may have to wait until the teaser trailer.
You've got to love it :P, Don't worry we will fix it up on the actual character model itself.
Pretty sure :D, We are trying are hardest to raise the bar whenever we can in all departments and we love to see feedback from you guys...
I couldn't agree with anything other than badass :D
The one word description of this image "Awesome", Not much else anyone can say....
2012 is probably the year where the most work is done on my game Time Lost, Realistically we should get a mid 2013 release... Feel free to check us out Indiedb.com
VirtusStudios
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