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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.