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Re: Undead Revolution
Posted: 18 May 2013, 23:15
by atrey65789
I wish I could, My PC is acting up and I gotta fix it~!
Re: Undead Revolution
Posted: 19 May 2013, 01:18
by [FGS]Chees
Stop watching porn bro...

Re: Undead Revolution
Posted: 19 May 2013, 04:07
by atrey65789
hahhahhhahhh Anyways, As soon as I get it back up and working, I will get straight to work!
Re: Undead Revolution
Posted: 19 May 2013, 18:07
by ShadowRunner
My new radical idea for UR is actually to photograph "blood" dripping on walls and surfaces. Will write with my fingers in "blood" on the "walls"...
"kill FGS - the infected!"
Re: Undead Revolution
Posted: 19 May 2013, 22:28
by atrey65789
Hahaha I love it!!!
Re: Undead Revolution
Posted: 23 Jul 2013, 00:17
by atrey65789
Quick Update from me:
I got the Helicopters pretty much done for now... Enter it, shoot missles, 3rd person camera view, fly anywhere and everywhere.. yep.
This version is ready... But I am gonna make a version 2 that has more stuff anyway :P.
Next on my list is Cars/Vans, which will be MUCH easier to make.... Then afterwards, will make speed boats.
Not sure what to make after these.... Maybe a lot of more new stuff that DXMP has never seen before!!!
Re: Undead Revolution
Posted: 23 Jul 2013, 00:37
by Cozmo
Like I said before, flyable helicopters really don't fit in here. What happened to your RPG project from before? You could use vehicles in that and create a new twist to RPGs
Going on holiday for a few weeks tomorrow, won't have any internet access. BUT I will have ideal conditions to code for once (when I'm not out). Hoping to get the majority of this mod coded over that time. Zombie skins are honestly the most tedious bit by far sooo... I'll most likely do those last

Re: Undead Revolution
Posted: 23 Jul 2013, 00:59
by [FGS]Chees
Enjoy your well deserved holiday mate. Hollah @ me when your back I have many more ideas to chat about this project.
Re: Undead Revolution
Posted: 23 Jul 2013, 15:05
by ShadowRunner
photographing UK roadsigns, street paraphernalia, making a texture package...
Re: Undead Revolution
Posted: 23 Jul 2013, 22:24
by [FGS]Chees
Sounds good Shadow. How are the blood textures going?
Re: Undead Revolution
Posted: 23 Jul 2013, 22:51
by Alvind
Be careful your council dont sue you shadow!
Re: Undead Revolution
Posted: 28 Jul 2013, 16:44
by ShadowRunner
In the UK there is no law against taking photographs in a retail area. Tripods require licences however, in London from the Police, everywhere else from your local Council.
However if you start photographing a bank, police station, airport, police car, don't be surprised if a police officer "feels" something. They still need a "cause of action" and as far as I know, while there have been many wrongful arrests, no-one ever gets actually cautioned or prosecuted, since, guess what, it is not against the law.
Blood textures - Seems like you need to replace the DX textures with larger photorealistic textures or someone teach me how to write words with less than 128 pixels and make it look realistic.
I did get your pm and will pretty soon have a whole bunch of textures for you from retail areas, if I don't get arrested.
Re: Undead Revolution
Posted: 21 Mar 2014, 22:24
by Cozmo
Back in action.
Little rant: What have I learned over the last two years of studying game design at college? Virtually nothing. Don't bother going, unless you're using it as an easy entry qualification to uni in comp science or whatever. You will learn just as much
and more by making silly Unity projects, mods or whatever. From what I've seen, the industry is stifling, so I think I'll keep this as a hobby, nothing more. I am kind of butthurt about the time lost, but at least I can't regret never trying it out.
Okay, so UR! First question - anyone know of a way to enforce a brightness setting for players? I know this is tricky because of renderers etc, but most of the map is very dark to encourage use of the flashlight, flares, stealth etc but players with maxed gamma/brightness will be laughing. Any thoughts?
Edit: I've also changed my approach to how this mod should play. There are approximately 0 players online every time I've checked recently, so I'm going to have to make this playable/fun even if there's only 1 player on the server. Players will need more things to do, and reasons for doing them (such as bosses, areas that require preparation (plays like a dungeon) etc) along with more exploration. NPCs will need to be more difficult, so I'm going to use a bigger range of "undead" creatures, rather than just DX:HR-style 'zombies' (for example). Not like much of CRPG made sense, anyway.

Re: Undead Revolution
Posted: 22 Mar 2014, 00:28
by ShadowRunner
Cozmo wrote:Back in action.
Little rant: What have I learned over the last two years of studying game design at college? Virtually nothing. Don't bother going, unless you're using it as an easy entry qualification to uni in comp science or whatever. You will learn just as much and more by making silly Unity projects, mods or whatever. From what I've seen, the industry is stifling, so I think I'll keep this as a hobby, nothing more. I am kind of butthurt about the time lost, but at least I can't regret never trying it out.
Couldn't agree more, work experience counts for everything in creative/media-related stuff and teachers and equipment are not always cutting edge. Wonder what Face and Magus will say. Games industry seems a bit corporate and hierarchical in comparison to the magazine world, maybe being a freelance artist on games is cool.[/quote]
Cozmo wrote:I've also changed my approach to how this mod should play. There are approximately 0 players online every time I've checked recently, so I'm going to have to make this playable/fun even if there's only 1 player on the server. Players will need more things to do, and reasons for doing them (such as bosses, areas that require preparation (plays like a dungeon) etc) along with more exploration. NPCs will need to be more difficult, so I'm going to use a bigger range of "undead" creatures, rather than just DX:HR-style 'zombies' (for example). Not like much of CRPG made sense, anyway.

Sounds really good, was impressed with Chees's map portion, like the idea of preparation and a range of creatures. This mod is shaping up to be class.
Re: Undead Revolution
Posted: 22 Mar 2014, 01:02
by Face
Having a decent portfolio is the key to getting into the industry if that's what you really want to do. Qualifications are nice and good to have but if you're great at what you do and can show it, then in my opinion gaming specific courses are a waste of time. Working in the industry is
very different to working on your own mods and the fun and enjoyment you get from doing your own thing definitely does not carry over like some would think. Then there's crunch time...
Cozmo wrote:Edit: I've also changed my approach to how this mod should play. There are approximately 0 players online every time I've checked recently, so I'm going to have to make this playable/fun even if there's only 1 player on the server. Players will need more things to do, and reasons for doing them (such as bosses, areas that require preparation (plays like a dungeon) etc) along with more exploration. NPCs will need to be more difficult, so I'm going to use a bigger range of "undead" creatures, rather than just DX:HR-style 'zombies' (for example). Not like much of CRPG made sense, anyway.

This sounds great and should help keep players in the game long enough for more to join in.