Web developer by day, game producer by night.
Specialised in high-performance websites and pushing engines to the max.
Experience with leading a volunteer team, programming, marketing and getting shit done.
We just got you a new site :)
Better support, more community involvement, direct access to the development team (well, me), better graphics, new maps/models/animations, hopefully less bugs.
We don't have the resources currently to do that. We will consider it.
More info about PS's future should be coming in the next month. Maybe even sooner.
Thanks for your comment.
The "development" got slow when our devs got jobs and families, or lost jobs and families. That's even more time-consuming than college.
If you want to join, we could use another Environment Artist to upgrade our materials and models in Lakehouse.
Real turning animations, with the character shifting weight, were not in any game at the time we made this. Of course, in more current games it was. However, if we want to have that we have to rebuild a lot.
We will try to improve on it.
Thanks. We had some nice auto-blending for interactivity, but it broke in the build that you've seen. Like everything else. So this video is more about showing _something_ off than actually showing the quality.
Thanks for your comment. We appreciate more detailed feedback so we can pass it on to the animators. Most glitches in the animation system are currently code related, but if you can point us to the parts that are really bad, we will try to tackle them in a new version.
Apparently someone did it for me. xD
This video has been available on our forums for a while now, but we couldn't get the video to transcode into a format that indiedb could read.
Thanks all :)
Contact me. Maybe we can work something out. Me = Project Stealth Lead and having similar problems.
Thanks :) The new stealth in SCB looks better than SCC, but it's still not on-par with SCCT.
Thanks and tell your friends.
Never say never. It's a long term goal.
? I don't get what you mean. Please elaborate.
Needs improvements, but those are in the pipeline. If you know good programmers, please refer them :)
Thanks! I'll pass it through to Theodore.
Not like that, but try again at the end of February :). Might do something between now and then, but still unsure if we can get the stuff up to showable quality.
The PS Editor is for 99.9% the normal UDK, with 0.1% extra PS-only features that are necessary for gameplay like custom Kismet nodes and extensions for vision modes in static meshes.
That's mostly the gasmask over his visor, if I am correct in what you're describing. Spies don't have a mask. You will be able to change the color of your Spy tho :).
Thanks. More cool stuff coming in early 2012.
For this to be released on Xbox, I think we need to buy the full Unreal Engine 3 license, which costs a LOT of money. UDK can't export to Xbox format (can do PC, Mac, iOS and in the future Android)
When it's done. If you'd like to help speed-up the process, you can always try the great UDK tutorials. We'd really like to launch with more than just Lakehouse ;)
We'll be working on that, but some other things have priority now.
That's correct. All the animations are hand-made.
Thanks :) Getting it fully working in-game is the next challenge because of engine limitations.
You mean a bit like when the other Spy grabs him? IMO this is humanly possible, especially when you have strong athletic arms, but we'll look into it.
I have to hope it's better than SCDA :P We put quite some effort in weighting and some small details in the animations. It's not perfect but still pretty close to something that looks realistic. (not realism. That's different)