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The issue with multiplayer is that BYOND made it easy. It's something I don't actually know how to program, and if I did it it'd likely be a case of there being no in-game chat and you'd have to connect via IP. I recently begun reprogramming the game from scratch so it's something I am wanting to look into now, but if I spend a week and get absolutely no where at it I'll likely just give up for the time being. I'd rather get a single-player game out there in a few months than no game at all after a year because I don't know how to do networking.
No. I put the game on hold due to something feeling off with it. Recently I've started reprogramming the game from scratch (though mostly retaining the art assets and such). The way I programmed it initially turned out to be too limiting.
Yeah, I'm making the game at my own pace. Not treating it like a job or anything. I do expect the game to be out before the end of the year though.
I don't understand what you're wanting the game to do. Could you possibly rephrase what you said?
The art is ~90% done.
No. I decided to make the sequel Single-Player only. The reason for this is two-fold: 1) It's easier, and given the complexity of the game as it MP would only make it more difficult for me to program. 2) The first game has a huge issue right now, and that's that no one hosts servers for it. It's just boring without other players, so my goal is to create a fun SP experience in Hurricane 2D. If I get the chance to make another Hurricane game then it will definitely be multiplayer again.
If by "fun" you mean stressful and headache inducing, then sure! :D
Just note that this game will be single-player only. I'm thinking that, if this game does well enough, the sequel to it will definitely be multi-player again. Not to say that this game won't have content added post-launch though.
Looks interesting. I wish you luck!
They will, but the levels in the video are already pretty challenging. As I said in the comments on it, I blew through them because I've played them so much (I've logged over 2000 deaths testing them). The average person I've tested dies quite a bit when learning the game and playing those levels anyhow (around 10~20 times). I could make them more challenging, but given the fact that this is Stage 1, I thought I'd lighten them up a little bit.
Just to note - I blew threw those 5 levels in under 2 minutes, but the average person I've had test the game takes roughly 6-10 minutes to get through them all and collect the coins for the first time.
Dunno if a demo will come. The game will be short and cheap as is.
Replying to it at the moment. You should get a response soon =D
My map is intended to be a quasi-remake. The general level is the same (minus a few secret areas), but with added props, decals and such. From the way you just replied, it seems like your aiming to do something like Classic Doom 3? Making the original doom levels look and feel like Alien Swarm levels while retaining the general location?
If you are going to link to alpha footage of my Doom map when it isn't even released (hence alpha) and then insult the mapping work, at least consult me. I am not releasing my Doom campaign until it's in the beta stage. That was alpha 1. Basically all I had done at that point was get the general brush work done without any props, decals and such.
A lot of mappers go on Moddb. If you link to someones map (which is very clearly in an alpha state), then insult it in a public post, they're probably going to read it. Why not do your own thing and try and market your version of the campaign on its own merits?
The mod was, but you needed to have purchased a Source SDK game before you could play (Half-Life 2, CSS, TF2, etc). However, now you don't need to.
My PC chugs playing at 1080p. That's saying a lot too. Every UDK game I've played I can max the settings at 1080p. Mind adding some settings?
Less realism? No thank you! This is a simulation for our impending robotic future war!
Yeah, that's the idea. After every world new stuff gets unlocked. We're also experimenting with mouths, which would add even more customization options.
Edit: Another bit of value added is the timer by the way. There's just a desire in us to want to beat our own scores. I keep going back trying to beat my best times.
They list it on their site:
We could go ahead and submit right now, but we're working on a 3 level prototype to submit in as well.
Well, he could always shoot for Indie Fund. That's what we're doing for The Last Ball.
Well, even though our game didn't get on the list, great job to all those who did! Tough decision still with the list narrowed down. Hard competition.
Lol, yeah. We're shooting for around 10-20 different eyes, ranging from normal, cartoon, anime, etc. A flavor for everyone.
Interesting art style. Tracking =D
Hm... doubtful. I've talked with David a bit about Unity, and he primarily thinks of it as a great iPhone/iPad engine. Besides, Unity doesn't allow for custom maps to be used, or even made for that matter.
Not easy to use? Geez, if you think that about FPSC, I wonder how you'll think about something like UDK.
Sweet. I'm sure with such a low poly count from the islands that these features would be playable on even real old machines.
Not bad! Graphic-wise, would it be too hard to give us the option for post processing effects, such as bloom reflections and the like? It's a custom built engine so you'd need to program it, that's why I'm asking.
His name isn't Darkness lol. That's the title of our other project, which nuverian (the guy who did this fantastic art) is the modeler for. But yeah, this is great. And best of all, this is pretty much how it will look in-game too.
Why don't you just buy a video card that doesn't suck?
Just to note, the hand on the clock does rotate a bit once every second.
Wow, really nice! Though one thing: Is it just me, or does the player seem really low to the ground?
yeah, still a WIP. I chose 1024x768 based off the Steam hardware survey. Resolutions below 1024x768 are below 0.1% of the Steam user-base, while 1024x768 still has a pretty decent amount of users (roughly 10.5% of all Steam users). So that's the target resolution.
Another issue that crops up is Unity's horrible GUI management. They've been improving it over the years, but it's still a pain in the rear to use. It's quite hard to get the GUI to proportionally scale up and position correctly with different aspect ratios. So that's another factor in the resolution lock.
As for the menu bit, I plan on adding a highlight effect for when the mouse goes over menu items. That way you can tell you're over it. The menu was something I quickly added in before the video was done. Just glad it worked at all.
Can't wait! Hopefully you can nail a steam works release.
Well, I was doing a test for when the flashlight is in-front of the camera, using a WIP of the hands to hold it. You can visibly see the low poly count. I upped it to 640 though, and you can barely tell now. Looks pretty smooth.
The bulb that is*
I swear you're secretly /sarcasm-ing me lol. I personally don't like it, but you're not going to be seeing the build really at all (which is the worst part I think). It's only about 350 polygons, I'm probably going to up it to around 800 or so to smooth out the edges a bit.
Thanks! Development is going at a steady pace.
Oh, also the primary font of the game has been changed. The font I was using (Renaissance), I learned, wasn't available for public/commercial use. It's a font created for some European wine company. As a result I've fully switched the main font over to ChopinScript (http://www.dafont.com/chopin-script.font), which is a public domain font.
I'll post a minor update here. I like to consult with Shadow (whom I mentioned in the article) every so often for his thoughts on the game. So I sent him the latest build of Darkness to try out. After talking with him a bit about the game, he offered to join the project as the modeler. So over time I'm going to probably be phasing out some of the paper look for models (such as the radio you see in the article).
I really do like the paper look, but Shadow is also a really great modeler, so I think he'll be able to add his own unique style to the game to further enhance the visuals.
Oops, typo. Should be 1680x1050
I'm going to be very blunt with you. Nice concept, but no one takes FPSC seriously... at all. It's too limiting of an engine. All games made on it look and play the exact same way. You won't make anything special out of it.
If you truly have the resources at your disposal to make models and the like, don't use FPSC. Go with unity3D, Ogre3D or UDK. It means more work in the long run, but you'll make something far better than what you can with FPSC. If you're using models from FPSC entirely, then stick with it if you want. But I'd urge you to find a few modelers and move on to a superior engine.
Looks amazing. The map work done on The Haunted has made me really want to start learning UE3. Fantastic work. The hidden weapons are always a joy to find, though I wish they counted more towards player XP.
I might modify the lens flare, but it really isn't too bad. Most of the time a building or the platforms are covering it.
Yeah, BYOND is really a great start into game development. Especially if you begin while not even in College. Teaches you the fundamentals of programming and level design. Well, if you're really trying to learn the program that is, and don't just use source codes.
Looks pretty nice. Downloading now.
Wood is blocky by nature.
... I accidentally exported the screenshot with bad compression settings. Sue me. I'll re-up a better quality picture soon.