Mistake Demo
Aug 06, 2008 Demo 5 commentsDemo of Mistake - HL1 mod. The demo contains around 50% percent of the finished product and it's not done yet. This is also a beta test, so if anybody...
1 comment by Ashkandi on Dec 6th, 2007 digg this super bookmark
We have the complete story. The new episode's events will be the large part of the first part of the Mistake. Reminisences and cross-references make more strange the gameplay what will lead the players to the end. The gameplay mostly entertains with the previous episode's events, we'll know the past of the main character, and it's important moments and it's places like the Jenell Endsley hospital -workplace of Steve Rick-, Steve's house. and the well known Andrew Parker Asylum.
The creation of maps are going on and better ideas get real. A lot of things, models and other graphic stuffs are made and will be made.
You can check 5 screenshots of completed maps which are similar to the first episode in the atmosphere and structure. We have a new modeller in the team. The models that he made is completely fits in the game's atmosphere. Those are 4-5 zombie model at now, but the news are going to be created. The new models have new animations, attacks too.
We steal memos into the maps which contains small piece of informations to the player.
The game-make progress at near 15%.
And we're looking for programmer. Required things: flashlight used in source, new hud, 1-2 new weapon, new actions to animations for the enemies. the consultations are usually on msn. Contact: PM or send a mail to Ashkandi@citromail.hu e-mail adress.
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Demo of Mistake - HL1 mod. The demo contains around 50% percent of the finished product and it's not done yet. This is also a beta test, so if anybody...
I had some free time, so I made a video of the currently done maps, just a little teaser, I hope you'll like it.
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Bang up job here, loving the atmosphere, can't wait to play it when it's released :D
Yep, my characters looks like a normal hl zombie. But i cant find coder to make new AI or something. I always develop new enemies, when the maps are done, the enemies will be much better. I'm going to make it more sick.
Ill make the atmosphere realistic and I can with this flashlight and effects.I consider the tips about the gameplay and I'll try to make scenes like this, but the base stays the same.
So. thanks for the comment, I'll consider what you wrote about these things.
!!Huge two part comment incoming!!!
I'm not too fond of your character design. Nothing look that special. Most of the monsters look like standard, bloody zombies. Just because things are covered in blood doesn't make them scary. I would prefer more clean nightmare monsters and less dirty, bloody zombies. After all, it is an weird and insane person we'll be playing as, so there should be a lot of weird and insane places we'll visit and a lot of weird and insane enemies/Characters we should be able to meet.
As an example, Penumbra: Overture had some really interesting monster design. You mainly faced wolves, but they had very dark fur, the textures were almost grayscaled, but they had two green, glowing eyes that provided extreme contrast to the rest of the levels. They were even glowing in the darkness so it was insanely frightning to peek over a corner and see nothing but those glowing eyes staring you in your face.
Vg-reloaded.com
Part two of my comment...
But in any case, i have my doubts on how scary this mod will actually be.
First, As already stated, the monsters doesn't look scary.
Second, The horror seems to be more of the "Physical Fear" than "Psycological Fear". By physical fear, i mean that things will jump in your face instead of actually scaring you, so the game will be like a random FPS but with the enemies covered in blood. That is what Condemned relied on, and in the end it wasn't scary to fight the 76Th drug addict that had ugly masks. Psycological fear is relies more on the basic fear of the unknown and the sort of horror that tricks your mind. A flashlight and some darkness can be enough to scare people shitless. That is what STALKER and Penumbra did, and it was really good. If you have seen I Am Legend, look back to the part when he is looking for his dog in the pitch black house with his flashlight on the M16, most of the things that happened was that he walked around, flailing his flashlight around. Not much more happened. And that scene was gold. Try to avoid violence and make more scenes like this.
Here's a link to that wonderful scene.
Youtube.com
Third, not that much have been said about the combat, but i have a feeling the enemies aren't more than Half Life reskins and aren't that hard to beat. Clubbing down hordes of enemies aren't frightning. So make them ferocious advesaries that take cunning to avoid, not just a quick trigger finger.
I hope you read through all this and reconsidered some of your design choices.
Just my thoughts.
Your feeling is wrong, they are not reskins
"Reskin" is a relative term. I know they have a different model, but i doubt they will act any differently compared to standard HL zombies.
Ah, yes. they even have all new animations but theres coder who can create script for them to work, and that in the long run becomes really restrictive for the modellers and animators
I mean "theres no coder" :/
If you want some assistance with the bump maps, let me know.. the Paranoia defaults are badly done and show how not to make decent normal maps :P
PM me if you like.
Nope, i just use the paranoia dlls, this make the mod better with bump mappings, flashlight, mp3s, and lot of more good things. So i will make better atmosphere with that.
And Yak, sorry for my bad english. :)