Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
showing some random screens of first two levels of operation clearing, just to show that there is a little variety in leveldesign :)
note that with real day/night change and sunmovement and different weather effects every screenshot on every daytime looks a little bit different :)
when do we get to see the p90 or m1a1/m16?
hmmm, dont know XD i have 49 weapons / hold/usable things, and i cannot show all at one time, and a big part of gameplay will be to explore some things, especially new and really cool weapons :P
but i'll make new screenshots with new weaponsets, if you really intrested in :)
i Am interested!! also ziplines? and what do you think of far cry 3?
>> also ziplines
i dont know this word ?
>> and what do you think of far cry 3
hard to say, graphic is on the top, but gameplay could be to limited :/ no real open world.
Youtube.com
ziplines it would fit great in FC but...seeing as you dont even know what they are i take it its a no XD
ah, do you mean FarCry's standart FlyingFox? yeah ofcourse its build in :P but not as transportable weapon. hmmm, will think about to make this as holdable item (weapon) usable. its a nice idea, thank you :)
edit: thinked about, it will be as weapon implemented,because it would not break my game rules and gamedesign.
creditz goes to Dieger :)
cool you can never go wrong with a zipline :D
wow...
Graphic's maxed?
yeah XD but still running on WXP 32bit
Dat graphics at lower left corner. O:
sorry, its a old screenshot with missing vegetation, its all Work in Progress and will look hopefully MUCH better in final game!
NUUUUUUUU! Sorry. I mean, the graphics looks cool. The orange filter(sunrising?), water and building looks pretty good.
thank you very much, Shing 8)
the color shader is simply a areacolorshader, it was shooted before i've added the real daynight code, now this is handled additionally (!) with the current light color of the sun, which is different on morning, day and evening.
beside this, the color areas are supposed to give a "temperature" feeling of this area; (together with sound ambience, ofcourse).
i also have recodet all particle, fog and color entities to react on day night settings and change their behaviours/colors/shaders on different daytimes.