Tiberian Odyssey is a total conversion for C&C Tiberian Sun developed by the Odyssey team. Tiberian Odyssey takes place 11 years after the events of C&C Tiberian Sun: Firestorm and portrays our own unique vision of a greatly expanded Tiberian Universe. Experience a brand new story told through an innovative and interactive campaign where your decisions as a commander will have a direct effect on the path you take and the outcome of the war. Experience new features such as; improved and reworked graphics, revamped sound effects, a completely new and original musical score and a plethora of new dynamic maps featuring dynamic lighting and randomized weather effects along with multiple game modes! Tiberian Odyssey will be a 100% standalone game and will require no additional C&C games or discs to run.

The future is closer than you think commander...

Be sure to visit our forums HERE at Project Perfect Mod!

Image RSS Feed Latest Screens
DM: Core Overload (4) DM: The Provinces (4) DM: A Tale of Two Cities (2)
Blog RSS Feed Report abuse Latest News: Weekly Bulletin 13/12/2014

15 comments by Orac| on Dec 13th, 2014


Three things have come to my attention. The first is that I am not good at estimating the length of a week. The second is that Tiberian Odyssey made it to the top 100. Which is absolutely bloody fantastic, and I would like to thank everyone who voted for having faith in our endeavor. This is a massive boost in confidence for everyone who has contributed to the project. I'm very pleased!

The third thing is that while last time I ended by showing off GDI's heaviest mech, the "Atlas", I didn't spend any time explaining the development process. Since I believe that these bulletins are a good place to show off to the public the paths we've taken, I'm going to fix that. You're going to see a lot of blue background this week.

It started almost a year ago, when I finished my second attempt at the Atlas mech. I posted this gif in the TO staff forum because I was pretty happy with it. The response was luke warm at best.


Resolving to take on the staff's criticisms, I began prototyping other possibilities. The main suggestion was to shift away from the standard quadruped into something more X shaped. This swung from a conventional spider mech towards a hexapedal monstrosity before finally settling on the design we ran with. I also overhauled the turret to bring it more into line with the Ares's turret, and differentiate it from the work of other 3D artists.


People involved in the design process were: Team Black, Morpher, Regulus, Blubb, Hassan_2030, Bittah Commander, and Holy_Master. It took me most of a year to get it all working and ready to use in the game. Every element of the design was scrutinised and commented upon and critiqued by these fine folks, and I'm pretty pleased with the way it turned out.

GDI has been coming together in leaps and bounds lately, but we haven't forgotten Nod. Among other things, I don't believe we've shown off the deploy animations which I produced. The Tick Tank, Artillery, and Stealth Tank all deploy, and a few weeks before we launched these bulletins I wrapped up the animations on all three. Here they are:


The Tick and Artillery both have turrets. The Stealth Tank deploys into a small stealth generator, and is unarmed. It doesn't need a turret, but it gets a pulsating orb anim instead.

Today I tidied up the Nod Laser Fence, a power draining but cloakable alternative to Nod's standard walls. It's not all entirely done, and will take a bit of photoshopping to get the lasers looking good, but this is how it looks so far:


Hopefully soon we'll have some shots from the campaign to show you all. Now, however, it's time to wrap this bulletin up. Thanks for voting for us, everybody! Feel free to keep voting for us!

Anyway, that's some of the stuff we've done this week!

Media RSS Feed Latest Video
Post comment Comments  (10 - 20 of 334)
DarthVisari
DarthVisari Nov 24 2014, 8:32am says:

Thanks for the answer.

Another thing , how many naval unit are present in the game ? 3 for Nod and 3 for GDI?

saluti

+2 votes     reply to comment
Morpher Creator
Morpher Nov 24 2014, 6:54pm replied:

GDI:

Pallas (missile boat / coastal defence)

Trident (offensive cruiser)

Poseidon (V.heavy special, deploy to fire, near superunit)

Nod:

Piranha (Light mobile Jetski)

Hydra (Prototype ship, electrical weaponry)

Stingray (Submarine, weapon unconformed

Forgotten:

Riverboat (Large hovercraft, carries passengers, potential mine layers)

CABAL:

Kraken ( ??? )

+2 votes   reply to comment
DarthVisari
DarthVisari Nov 24 2014, 4:18am says:

Hi

The global completation level of the mod , can be expressed in percentage?

saluti

+2 votes     reply to comment
Orac|
Orac| Nov 24 2014, 6:05am replied:

I'm not sure. I'd take a guess at somewhere around the 80% mark.
The other 20%, for those who are wondering, contains these things:

--Snow terrain
--Singleplayer maps
--Proper testing
--Unit voices
--A grab-bag of other, minor stuff.

We've got a small but reasonably good quality roster of skirmish maps now so it's time for us to turn our sights towards some really big ticket items: like the snow theatre. Fortunately, a large chunk of the snow theatre will involve porting the "city" terrain graphics from temperate (a big task, but not a difficult one); so a lot of useful infrastructure can be generated for very little effort.

+1 vote     reply to comment
Revolutionist
Revolutionist Nov 22 2014, 8:08am says:

Why the game designers aren't more creative than the modders! This is art what you have introduced us. If it goes on like this, it will surpass Twisted Insurrection easily.

+3 votes     reply to comment
kutulfu
kutulfu Nov 15 2014, 5:21pm says:

Regarding your last question: it really depends on the quality of the content, but I would say give it a try. Maybe several hours sound a little bit too lenghty but some cut version of that (maybe 30 - 60 minutes), showing only the key elements of development, would be appealing. I would watch something like that.

+3 votes     reply to comment
Orac|
Orac| Nov 15 2014, 5:58pm replied:

Alrighty, we'll take that into consideration.

I'm still not sure when or what, but I'm interested in giving people some sort of honest idea of where the project is and what it looks like. That's kinda my hope with the bulletins and whatnot - It's clear that big, infrequent and carefully tidied up newsposts give a very inaccurate impression of what's going on.

If a half hour of Q and A, paired with some behind the scenes work, is something that people will watch and interact with then I'd really like to see how it goes.

+2 votes     reply to comment
Arcofshadow
Arcofshadow Nov 16 2014, 5:49am replied:

how about streaming some matches between you and morpher or other people i think this could also be very interessting :)

+2 votes     reply to comment
Orac|
Orac| Nov 16 2014, 6:52pm replied:

Well Morpher and I usually play around 4 or 5pm GMT+12, which is not super convenient for people outside of Australia and New Zealand.

+1 vote     reply to comment
Guest
Guest Nov 17 2014, 10:31am replied:

Prerecorded gameplays would be enjoyable too! It's not like people only watch streams these days hopefully. ;P

Or do they...? o.O

(damn this logging - kutulfu)

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
C&C: Tiberian Sun Icon
Platform
Windows
Contact
Send Message
Official Page
Ppmsite.com
Release Date
TBD
Mod Watch
Track this mod
Share
Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
Embed Buttons

Promote C&C Tiberian Odyssey on your homepage or blog by selecting a button and using the embed code provided (more).

C&C Tiberian Odyssey
C&C Tiberian Odyssey
Statistics
Rank
735 of 22,804
Last Update
1 week ago
Watchers
534 members
News
33
Features
6