I make the video games.
And the music!
Love the claw mark on the back on the head! Great stuff, Josh.
A new century? Welcome to the past century!
That's an incredible assumption to make from just a few short videos.
Dynamic fire just sounds plain terrifying. Regular fire is scary enough, but now it's dynamic? Sounds OP.
Looks awesome guys, you've made some awesome progress from when I saw you PAX East!
There will be plenty of Dx11 support if I have anything to say about it! (There already is a little bit of it tucked in, but it's not a priority obviously. It's the kind of thing you squeeze in towards the end.)
Ammunition just laying on the floor in an office. Definitely a ZPS successor! Looking forward to seeing more in the future.
Wow, I like the premise of this game. I think you could have something really awesome on your hands. Keep it up!
Why settle for an underwhelming crafting system when you could do something amazing?
Always a treat hearing from the artists.
Notch is a cool guy, but I'm happy being me. Plus, I plan to make both Notch and Rovio look small time in the future, so there is that too.
I've said it before, and I'll say it again: This is a fantastic effort that represents the passion every indie team should strive to demonstrate with their work. This game has the potential to be something incredible.
And it's a damn shame I'm not able to appreciate it because of anthropomorphic animals.
Someone needs to mow their yard.
When a fan site asks you for an interview, there is an unbelievably large difference between radio silence and "We can't say right now." One is basically a nail in the coffin, while the other, in the very least, promises the fans you have their thoughts in mind.
In my opinion, Brian has made the right choice in answering what he can, how he can. That's really the best you can ask from a closed-development team.
The bruiser better be really good at bruising, since he won't be lifting is arms above his shoulders anytime soon.
Eye scar, robotic eye, AND lipstick? Jesus, this guy is all kinds of nightmare.
The competitive aspect of movement skills is one of the only reasons "frag-em-up" shooters have survived this long. Anyone can aim and shoot, but staying mobile was what separated the men from the boys. Being fast and swiftly moving through the stage was a sign of skill and practice. It also meant people knew you were a threat the second they saw you. Essentially, the exploitation of the physics in early Quake titles lead to a whole new level of skill-based combat that even the Quake developers acknowledged, accepted, and acted upon.
And now you've taken that and simplified it to "hold down buttons." While your pursuit of intuitive design is admirable, you've pretty much removed the only interesting aspect left in this genre of FPS.
Still not a fan of Epic's games, but they seem to be a pretty cool company. Best of luck to everyone involved.
This video further pronounces my shame that I am unable to appreciate this entire project because of anthropomorphic animals.
After nearly 6 years, someone makes a HL2 sword fighting mod that looks semi-fun. Awesome.
But please, for the love of god, don't forget to hype your mod. Promote it like a crazy sonofabitch, every chance you get. Without a relentless PR plan, your mod will go unnoticed. And no matter how fun it plays, it will die if it does not have a large number of people interested in it. This has happened to hundreds of potentially awesome mods before, and it WILL happen to yours if you do not play the PR game correctly.
Other than the massive, intrusive hud... this looks great!
Between the sunglasses joke and Egoraptor, I think there is something here worth keeping an eye on. Looking forward to seeing more!
God damnit, Marcus! A zombie outbreak is no time to be coating your arms in cisco!
Please study real armor before designing any. That second concept is so terribly impractical it makes me cringe as an artist and as a gamer. I understand "fantasy" well enough, but imagining a world where a soldier doesn't need to raise his arms is silly.
What is the goal of this game? What is it meant to accomplish?
I've played the free version of your game twice. Only twice. The first time, I was just completely confused. The second time, which was several months later, I fell in love with it. I just love creating ridiculous monuments and towers, even if they vanish when I leave. :(
I'd like to buy your game, but honestly, I've bought too many Sandbox games that turn boring after just a few weeks. Perhaps when a test version of the current Alpha goes public, I'll see if it's worth buying, or rather, something I can stay interested in.
Amazing game either way, with tons of potential.
This looks like a really awesome project with too little art direction!
Hey Plinkotink! Remember me? Glad to see you guys are still cranking away at this. Looks like it's finally getting realized in a way it deserves, which is awesome!