WhAt'lL be It they'Ve sEnt us?Hope?
Thank you for your suggestion GeneralAdrian but our philosophy from the start was to make our assets on our own and don't use ones from other licensed games without permission. From what they have shown so far they appear to be doing the opposite and we wouldn't like to get involved in any legal issues.
Apart from that and their attitude towards us we wish them all the best and good luck with their project and we will be interested in seeing their progress.
Without bots at first it will be kinda overkill but there will be something for sure until bots come. Who knows, we might put some standing rebels to shoot at.
We are extremely busy most of us this month with exams and etc so probably no update this month. Hopefully you will understand us. It's this time of the year ;d
Well people get refunded when the campaign has failed so pledging there means nothing if it fails except that there is some interest at least. If you read the article carefully that's why compromises need to be made. Modding is not easy to implement like some think it is..
I am looking forward to the game since it looks really good so far.
Yes it's described well here but it doesn't say it's more accurate than sight aiming. True though that it is much faster to pull off in favour of really good accuracy. It's enough to hit a target at close range.
True that arguing is not needed, discussions are good thing though;P. Yeah just wanted to clear what is being used and why. Gotta say that we kinda want to bring somewhat realistic feel to the game too and the more people understand why we do things the better.
Yes you may not have a lot of time if you are not prepared and not aiming down the sights already. I haven't heard of a tactic where you just hold the gun forward and fire however you want. Unless you are some kind of rookie or a rebel who hasn't been trained how to hold a gun. In this case you just pray that the other doesn't hit you and you fire as fast as you can to force him to cover and you run to cover yourself.
Also why there are iron sights on guns if they are useless? They are clearly not used for very long range. Even SWAT teams when engaging they always operate with aiming their guns down the sights because if someone comes they have to make sure they will hit him.
With just holding the gun straight forward(without looking down the sights) even withing 6 meters (20 feet) you firing radius will be at least 15 cm. Yes you may kill the target but you will have to fire a burst of at least 15 rounds to make sure at least 1 hits him. Realistically there are many things that will affect the bullet spread, not just the grip and the recoil. There are things like you breathing and other factors... Because you don't know where your bullets will hit you fire your first shots somewhere forward(remember you are under pressure), then you try to correct the offset but because of the recoil you can't measure exactly how much you need to correct and you hit off again and so on...
It's like playing basketball in some way. You can measure exactly where things will go. The iron sights prove the needed info when talking weapons even at close range. So just pointing the gun forward and holding it tight doesn't guarantee your needed aim.
We are trying to have assets that are made by us and not taken directly from somewhere else like past games or movies but thank you anyways.
Actually it makes sense in real life too. Maybe you haven't tried real weapon but in general if you don't aim down the sights or the scope you simply don't know where your bullets will hit. What is represented with having less accuracy when not aiming is something completely realistic. This is also represented in numerous shooter sims like Arma so you can see even they do it this way. Also moving fast and firing in real life is exactly like stromtrooper aim(pure luck).
About first impulse... this is completely different topic. First soldier's reaction is to get to cover somehow and then shoot accurately.
What wasn't mentioned is that we were following the swbf3 style that was supposed to be and can be seen bellow. It could also be modified so it limits to some degree people from peeking around the corners.
Of course like Rocknroll said we could just add classic style and swbf3 style to choose from.
It's a debug sphere left from during the development that we forgot to disable.
Yes we probably will release an editable version(if we can) of the game and now with the UE4 being free it will be easier to distribute it without the need to make custom editor. Source code we haven't decided if we will include yet but even without it people can make blueprint scripts and maps using the content made and even import their own content.
What i can give you as an advice is to seek at first a lot of tutorials on how to do things. Different techniques etc. This way you will familiarize yourself with almost all needed basic things.
I don't know how your course is but i guess it isn't perfect and probably you won't learn all there. I was watching a lot of tutorials and trying to do as close as possible. When you know most of the ways to edit meshes in Blender best is to start working on some models. There are many nice tutorial on specific things. It's always helpful to go trough some first.Later maybe choose some favourite things you wish to model. For example i am lucky i am really into space ships and Star Wars and BSG and a ship from there is the perfect practice for hard surface modeling. Remember not to choose easy model but ones that you really like. There are a lot of references made by the originals so you have what to compare.
Don't worry to aim high as long as you don't give up to trying to make it close to it. Try to think how did actually the pro do it. From what simple mesh and how he proceeded and etc. If something doesn't turn out good try other ways and methods to make it close. If you feel bored with doing it at some point just get some time away from this model and you could try something else. But most importantly is to enjoy what you do and not to give up because you can't figure it out and try to be perfect in it. Either you don't know a tool that is really useful or you haven't found a way to do it with what you know.
Go back to models you failed to complete before and even redo some and always it turns out better than last time. Don't expect from the first try on a model to be perfect. Redoing it is always guaranteed you learned something from the previous tries and you will use it later to make it better.
Your concern is understandable. As you can see from the info above we moved to a new engine about half a year ago due to numerous problems we had with CryEngine(as described in one of the updates). Since then we have removed any concrete eta or date. We might have a desired time frame to get the alpha out but that's not as easy as it sounds and takes time, especially since we have to develop a lot of core features ourselves.
Most likely when we have some sort of working AI that is not too terrible.
Good luck guys. On the other hand it's sad that such beauty is not seen by many but can't the game be played still trough Tunngle for example? It creates like a LAN connection and it's quite easy to use. It could work with the Singleplayer profiles.
No renders here, only screenshots inside the engine. We have yet to test it with multiple people though and see if our initial design and thoughts will work out. Most things are there with purpose and very few are just for looking pretty.
Then you should totally try it some time.
Only Battlefront 2 had the run though, the first didn't have it ;P
We are currently working on the game mechanics and its that time of the year where people are busy with all kinds of stuff(exams etc) so we might not have anything fancy this month but when we have something more we will be glad to share it so you can see whats being going on ;)
It's all in the description.
Good luck guys, looking to see more on how you do on UE4.
The path of moving from CE to UE4 is not easy but rewarding in the end.It's like CE is still aimed for the bigger companies who can hire CE specialists and not the indie devs.
This is the default HUD for the CryEngine Free SDK.
Happy Easter to you too!
We can't let anyone fall into the hands of Darth Diabetes.
It won't happen to such degree where its simulated each deformation and the hull bends the way its on the video. They work solely on this for more than 3 years. Also they moved away from CryEngine about 1.5 year ago so this video is not on CE.
Yes and yes. It's still in progress but like we have said all vehicles will have cockpit view.
Physical Based Rendering(PBR) is not yet released on the CryEngine free SDK , but it's said that it will come in the near future so we will have it too when it's released ;]
As mod friendly, as making stuff on CryEngine Free SDK but without source code. I don't think CE supports map downloads yet but if you have the map you can join for sure. We will try to make it reasonably close to cannon and battlefront 1 and 2. As for droid vehicle probably you will need to enter them like normal vehicles. Regarding starfighters, we want them to feel more like the specific games that focus on that, not slow like bf2. That's why we make them almost from scratch like all vehicles.
Yes, but from all this thinking I'm thinking nachos now.