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wbokunic Jul 17 2013, 12:37pm replied:

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.

+1 vote     article: Dev Diary #2 - Rigging Up Resources!
wbokunic Mar 24 2013, 8:11am replied:

I don't understand what you're wanting the game to do. Could you possibly rephrase what you said?

+1 vote     article: Hurricane Dev Diary #1 - So Many Things!
wbokunic Mar 23 2013, 12:30am replied:

Thanks! :D

+1 vote     article: Hurricane Dev Diary #1 - So Many Things!
wbokunic Mar 22 2013, 10:46pm replied:

The art is ~90% done.

+1 vote     article: Hurricane Dev Diary #1 - So Many Things!
wbokunic Mar 22 2013, 8:53pm replied:

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.

+1 vote     game: Hurricane 2D
wbokunic Mar 22 2013, 7:46pm replied:

If by "fun" you mean stressful and headache inducing, then sure! :D

+1 vote     article: Hurricane Dev Diary #1 - So Many Things!
wbokunic Mar 22 2013, 1:50am replied:


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.

+1 vote     article: Announcing the Unique Survival Game, Hurricane 2D!
wbokunic Mar 20 2013, 12:02pm says:

Looks interesting. I wish you luck!

+2 votes     article: Uncopy Released on Desura
wbokunic Mar 12 2011, 9:51am replied:

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.

+1 vote     article: New Website + Desura Support!
wbokunic Mar 11 2011, 8:52am says:

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.

+1 vote     media: First Gameplay Footage!
wbokunic Feb 24 2011, 2:26am replied:

Dunno if a demo will come. The game will be short and cheap as is.

+2 votes     game: Crisis at Alpha Centauri
wbokunic Jan 26 2011, 12:15am replied:

Replying to it at the moment. You should get a response soon =D

+1 vote     article: Announcing Crisis at Alpha Centauri
wbokunic Aug 14 2010, 8:04pm replied:

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?

+2 votes     article: Initial site
wbokunic Aug 14 2010, 5:57pm says:

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?

+3 votes     article: Initial site
wbokunic Jul 21 2010, 4:22am replied:

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.

+1 vote     article: Orion: Source Multiplayer Beta is FREE & Standalone!
wbokunic Jul 19 2010, 2:04am says:

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?

+2 votes     article: Fps Terminator Alpha v1.0 Demo Released
wbokunic Jul 18 2010, 10:54pm replied:

Less realism? No thank you! This is a simulation for our impending robotic future war!

+9 votes     article: Fps Terminator Alpha v1.0 Demo Released
wbokunic Jul 17 2010, 11:54pm replied:

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.

+2 votes     article: Ball Customization
wbokunic Jul 16 2010, 5:24am replied:

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.

+4 votes     article: Unity giveaway contest finalists!
wbokunic Jul 16 2010, 4:38am replied:

Well, he could always shoot for Indie Fund. That's what we're doing for The Last Ball.

+1 vote     article: Unity giveaway contest finalists!
wbokunic Jul 16 2010, 3:52am says:

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.

+4 votes     article: Unity giveaway contest finalists!
wbokunic Jul 16 2010, 2:34am replied:

Lol, yeah. We're shooting for around 10-20 different eyes, ranging from normal, cartoon, anime, etc. A flavor for everyone.

+1 vote     media: Customize yo' ball!
wbokunic Jul 13 2010, 7:39pm says:

Interesting art style. Tracking =D

+1 vote     article: Concept Trailer
wbokunic Jul 10 2010, 8:02am replied:

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.

+1 vote     article: Orion Beta 1.2a Game Update Released / Big News
wbokunic Jul 5 2010, 9:27pm replied:

Not easy to use? Geez, if you think that about FPSC, I wonder how you'll think about something like UDK.

+3 votes     article: Campaign Screens
wbokunic Jun 23 2010, 3:14am replied:

Sweet. I'm sure with such a low poly count from the islands that these features would be playable on even real old machines.

+1 vote     article: Development Starting Back Up!
wbokunic Jun 23 2010, 2:51am says:

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.

+1 vote     article: Development Starting Back Up!
wbokunic Jun 19 2010, 11:39am replied:

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.

+1 vote     media: New artist!
wbokunic Jun 16 2010, 8:22am replied:

Why don't you just buy a video card that doesn't suck?

+4 votes     article: ORION Beta 1.2 - Play with the Developers - WEDNESDAY MATCH
wbokunic Jun 14 2010, 1:16pm replied:

Just to note, the hand on the clock does rotate a bit once every second.

+1 vote     media: [OLD] World 1-3
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