Anon989 Posted August 25, 2013 Author Posted August 25, 2013 Hey guys no updates this weekend, got a rather nasty cold atm, and I'm hoping if I take it easy and rest up that I can get past it by Sunday/Monday. We'll see though lol.
Nonsense667 Posted August 25, 2013 Posted August 25, 2013 Hey guys no updates this weekend, got a rather nasty cold atm, and I'm hoping if I take it easy and rest up that I can get past it by Sunday/Monday. We'll see though lol. Health issues suck. I currently know all too well. Hope you manage to get over it soon enough. Edit: Oh, and on the game. I certainly wasn't expecting elemental ammo to be popping up... guess this is going to be a bit more sci-fi/future tech than I was envisioning. Ah well. I still look forward to seeing how it all works, hah. It's in no way inherently a bad thing.
Anon989 Posted August 30, 2013 Author Posted August 30, 2013 Alive again finally, after dealing with a combo of extreme allergies and a nasty cold. Still a little sick, but I feel a ton better than before Anyway, took some time to work on the Infested Ground/Creep material that I was messing with pre-sickness and got that just about finished, Was going to upload a video of it in action since it is animated, but my brother is doing some kind of League of Legends tourney thing with his friends so I'll upload a video later I guess lol. For now enjoy the preview pic I took of it. Moving on, also did some work on the infected vision mode, which will be acting like a hybrid vision type of night vision and smart vision for Infected players. Still has a number of issues to tweak atm, but I'm getting there very slowly lol. Modeling wise, I'll try to get a big chunk done tomorrow if my streak of ok health days can continue. It's been nearly done for a while now, and I really need to wrap that up lol.
Anon989 Posted August 30, 2013 Author Posted August 30, 2013 Hey guys no updates this weekend, got a rather nasty cold atm, and I'm hoping if I take it easy and rest up that I can get past it by Sunday/Monday. We'll see though lol. Health issues suck. I currently know all too well. Hope you manage to get over it soon enough. Edit: Oh, and on the game. I certainly wasn't expecting elemental ammo to be popping up... guess this is going to be a bit more sci-fi/future tech than I was envisioning. Ah well. I still look forward to seeing how it all works, hah. It's in no way inherently a bad thing. The elemental ammo was done for the sake of added weapon variety, just to give you more options to approach different enemies. Plus I remember a while back, asking something about weapon types, and I'm pretty sure you guys asked for a big number lol.
Anon989 Posted September 2, 2013 Author Posted September 2, 2013 Here's the material in action like I promised. Also made a major oops in the modeling that undid most of the work I did the other day, so that was a minor setback, sry about that lol. Going to work on that along with some of the menu stuff again tomorrow. Also here's a pic of the Infected Vision which is still being tweaked. As I mentioned before, in case you didn't see it, this was intended to blind infected players near brighter lights, but really help them track enemies in darker areas to help ease into ambush play styles (It's hard to plan an ambush in the dark when you can't see two feet in front of ya lol). I decided to give it more of an orange look, but feel free to suggest alternate colors if you like edit let me know if you guys can see the video here, it's giving me some weird issues when I try to watch it from here that I'm not sure how to fix... Here's the link just in case the video above is still bugging out. CLICK HERE
banshe Posted September 2, 2013 Posted September 2, 2013 Holy shit... The creep and the infected vision look really cool. I really like it. Now I can't wait for a scene where the sisters, facing an unfortunate turn in their adventure, end up caught by infected, dragged and 'processed' in a lair or something, with that pulsating beneath them.
Brigade Posted September 2, 2013 Posted September 2, 2013 Infected vision could be a bit more organic, but the color is good.
Anon989 Posted September 3, 2013 Author Posted September 3, 2013 Holy shit... The creep and the infected vision look really cool. I really like it. Now I can't wait for a scene where the sisters, facing an unfortunate turn in their adventure, end up caught by infected, dragged and 'processed' in a lair or something, with that pulsating beneath them. lol glad ya like it Infected vision could be a bit more organic, but the color is good. Hmm, could you go on a bit more as to what you mean by organic? I would be happy to try any suggestions you might have.
Brigade Posted September 3, 2013 Posted September 3, 2013 Infected vision could be a bit more organic, but the color is good. Hmm, could you go on a bit more as to what you mean by organic? I would be happy to try any suggestions you might have. Make the outlines less obvious, the contrast a bit lower, a bit of burring around the edges, perhaps distort the entire thing a bit (like having a light film of fluid oscillating over the eyes). The colors look good, the high contrast/harsh outlines look like something a machine would be seeing.
Anon989 Posted September 3, 2013 Author Posted September 3, 2013 Infected vision could be a bit more organic, but the color is good. Hmm, could you go on a bit more as to what you mean by organic? I would be happy to try any suggestions you might have. Make the outlines less obvious, the contrast a bit lower, a bit of burring around the edges, perhaps distort the entire thing a bit (like having a light film of fluid oscillating over the eyes). The colors look good, the high contrast/harsh outlines look like something a machine would be seeing. Alright thanks for the input, I'll see what I can do
Anon989 Posted September 3, 2013 Author Posted September 3, 2013 Alright, followed what I could, and made some changes. Adjusted the bloom, the edge line thickness, added a DoF effect to the distance, and I added an animated layer to give things that organic look. So check that out below (Don't forget to bump the video quality to HD): http://www.youtube.com/watch?v=zDyPYFRv658
banshe Posted September 4, 2013 Posted September 4, 2013 Well, after all of that, this is some serious improvement on the infested vision. I have to ask though, that .. organic sound, is it from the vision itself? If so maybe it would be better to make it less pronounced.
Anon989 Posted September 4, 2013 Author Posted September 4, 2013 Well, after all of that, this is some serious improvement on the infested vision. I have to ask though, that .. organic sound, is it from the vision itself? If so maybe it would be better to make it less pronounced. Ah no that's the level's ambient sound playing, not the vision sounds. Sry for not mentioning that lol. Also made another version of this where the effects are strictly on the sides of the screen rather than all over it if that might be preferred over the first one.
Nonsense667 Posted September 4, 2013 Posted September 4, 2013 Hmmm, honestly, I liked the first, "basic" infected vision most. But I don't mind the other versions, but I was a little concerned about the effects "needlessly" obscuring vision. Glad to see you worked on a slightly different version. Like always, ultimately up to you. Now... not really as an antagonist, but just to kind of offer a counter point to the weapons, hah. If you don't mind. You said elemental weapons were added for the sake of variety, and added that it was requested to have a large amount of weapons. Also, from your blog, I've seen you group weapons, unfortunately in my opinion, into specific types of functionality, rather than simply individual weapons. Let me explain. They way I see it, there are two approaches to weapon variety: classic and modern. The way you seem to be approaching it is from a classic standpoint, where I honestly am a fan of modern, when it comes to sandbox games, multiplayer games, etc. In purely singleplayer, linear, and rpg-like games, I certainly accept the classic standpoint. Classic approach: There are different weapons that all have a different functionality. No two weapons are the same. Whether it's the very classic mode of "basic gun," "lightning gun," "gun that shoots mines," "explosive gun," etc, or the more "modern" version of "fast firing smg," "heavy hand cannon," "sniper," etc. I suppose the easiest comparison to your game would be the L4D series. Each gun in that game is unique, and serves it's own, special purpose, no gun is like it. Even the different assault rifles are all very distinctly different. Seeing your blog post, listing the different types of weapons, make me think you might be going this route. Modern approach: You've seen it. Call of Duty, Battlefield, and the example picture I posted a while back, most easily compared to a sandbox game like this, is the S.T.A.L.K.E.R. series. No way in hell is every gun so easily distinguishable. Hell, a lot of the guns are very similar. But for the most part, each of the guns have their own different feel, and slight variations, allowing players to pick and choose. The difference I see between the two is that the classic approach can work very well for making a very polished, "strict" sense of gunplay. Each sort of weapon has a very specific type of use it's supposed to see, a different playstyle it supports. That's fine. The problem I have with it, is that it can feel a bit restrictive, limited, and even punishing. So very often in these classic styled games, I find myself liking very few of the weapons. Which is very annoying, when it's actually a type of weapon that I wanted. But since it's the classic type, there is only that one fast firing weapon, that one hand cannon, and if you don't like the weapon they assigned to that category, tough luck. When it comes to the modern approach, it just feels to me like there is more freedom. There is a lot more picking and choosing, and a lot more comparing different weapons, wondering just which one to use. It's amazing how different a feel different weapons can have, just by some small stat changes like fire rate and recoil. Heh, this is just my take on the whole situation. Do with it as you please. I hope it makes a little bit of sense.
Anon989 Posted September 5, 2013 Author Posted September 5, 2013 Hmmm, honestly, I liked the first, "basic" infected vision most. But I don't mind the other versions, but I was a little concerned about the effects "needlessly" obscuring vision. Glad to see you worked on a slightly different version. Like always, ultimately up to you. Now... not really as an antagonist, but just to kind of offer a counter point to the weapons, hah. If you don't mind. You said elemental weapons were added for the sake of variety, and added that it was requested to have a large amount of weapons. Also, from your blog, I've seen you group weapons, unfortunately in my opinion, into specific types of functionality, rather than simply individual weapons. Let me explain. They way I see it, there are two approaches to weapon variety: classic and modern. The way you seem to be approaching it is from a classic standpoint, where I honestly am a fan of modern, when it comes to sandbox games, multiplayer games, etc. In purely singleplayer, linear, and rpg-like games, I certainly accept the classic standpoint. Classic approach: There are different weapons that all have a different functionality. No two weapons are the same. Whether it's the very classic mode of "basic gun," "lightning gun," "gun that shoots mines," "explosive gun," etc, or the more "modern" version of "fast firing smg," "heavy hand cannon," "sniper," etc. I suppose the easiest comparison to your game would be the L4D series. Each gun in that game is unique, and serves it's own, special purpose, no gun is like it. Even the different assault rifles are all very distinctly different. Seeing your blog post, listing the different types of weapons, make me think you might be going this route. Modern approach: You've seen it. Call of Duty, Battlefield, and the example picture I posted a while back, most easily compared to a sandbox game like this, is the S.T.A.L.K.E.R. series. No way in hell is every gun so easily distinguishable. Hell, a lot of the guns are very similar. But for the most part, each of the guns have their own different feel, and slight variations, allowing players to pick and choose. The difference I see between the two is that the classic approach can work very well for making a very polished, "strict" sense of gunplay. Each sort of weapon has a very specific type of use it's supposed to see, a different playstyle it supports. That's fine. The problem I have with it, is that it can feel a bit restrictive, limited, and even punishing. So very often in these classic styled games, I find myself liking very few of the weapons. Which is very annoying, when it's actually a type of weapon that I wanted. But since it's the classic type, there is only that one fast firing weapon, that one hand cannon, and if you don't like the weapon they assigned to that category, tough luck. When it comes to the modern approach, it just feels to me like there is more freedom. There is a lot more picking and choosing, and a lot more comparing different weapons, wondering just which one to use. It's amazing how different a feel different weapons can have, just by some small stat changes like fire rate and recoil. Heh, this is just my take on the whole situation. Do with it as you please. I hope it makes a little bit of sense. Hmm, now I see what your getting at. Anyone else feel similar on this? If there's enough demand, I'd be happy to make the change. Otherwise I'm going to stay the course for the most part, so please sound off here if you guys feel like that would be a better direction. As always I'm open to alternate ideas here Might do a poll on the blog to get a quick idea of what you guys might prefer, I'll post the link here when I make it. So vote there, or sound off here, whatever is easier. Oh and before I forget, made a quick drunk effect to end my post process effect spree that I've been on the last few days lol. Back to modeling again from this point forward lol. http://www.youtube.com/watch?v=QScQfZnMCsY edit Here's that poll I mentioned, it's on the top right of the blog page, so go vote pls http://outbreakgame.blogspot.com/2013/09/gunplay-i-need-your-help.html
Anon989 Posted September 5, 2013 Author Posted September 5, 2013 Hey I know I said I was done with the post process effects, but my buddy wants me to finish the drunk effect now lol. So here's part two of that, still have one, maybe two more things to try before I call it done though. btw here's what's new with it now I added a few levels of camera sway to really nail that drunk feeling.You may have drank too much = 1x DefaultYou really drank too much = 2x IntensityYou're wasted bro = 3x Intensity (btw ignore the typo in the video lol, It was an accident!) http://www.youtube.com/watch?v=Wyl6I0usdtE
Anon989 Posted September 6, 2013 Author Posted September 6, 2013 Just about done now for the most part. Added some brightness effects, and a blackout effect to it for the sake of some variety. Also on a side note, this really made me want to make a drunken platform game lol. http://www.youtube.com/watch?v=uhRCsqmqq9E btw Bio post tomorrow afternoon-ish, was a bit too busy lately to finish writing it.
deathparade Posted September 6, 2013 Posted September 6, 2013 Holy shit i never really paid attention to this thread as i thought it was one of those poorly made 2D games... but shitKeep up the work!
Anon989 Posted September 6, 2013 Author Posted September 6, 2013 Holy shit i never really paid attention to this thread as i thought it was one of those poorly made 2D games... but shit Keep up the work! lol nope, it would've been done by now if it was one of those. I'm also glad you like it so far, and thanks for checking it out Moving on, Here's that bio I promised yesterday night: Your friendly AI ED. http://outbreakgame.blogspot.com/2013/09/ed.html edit Also on the topic of the Polls, it's actually pretty close right now, so if you haven't voted there already, pls do so. (Also a big thankyou to the almost 20 of you that already voted )
SquallPT Posted September 7, 2013 Posted September 7, 2013 The drunken vision looks really cool. Must be crazy shooting stuff on that vision That map, is that Deck17 from UT ?
Anon989 Posted September 7, 2013 Author Posted September 7, 2013 The drunken vision looks really cool. Must be crazy shooting stuff on that vision That map, is that Deck17 from UT ? Yup, and yeah shooting can be fun, especially when most shots look like they're firing 2-4 shots at 2-4 different places every time lol. Maybe I should try a bot match with it active and record it for you guys lol.
Guncher Posted September 7, 2013 Posted September 7, 2013 I'd like to see a more reserved classic style like L4D, rather than a colourful array of weapons like Unreal Tournament or Quake. But the guns aren't a super major point for me, and as long as they're fun to use it'll be good.
Brigade Posted September 8, 2013 Posted September 8, 2013 The weapon types depend entirely on what kind of gameplay this will have, and how long games will last. Is it a round based shooter in a small area, or a sandbox survival game? One of these lasts about 10 minutes on average, the other can last a few hours. If the former, classic weapons. If the latter, modern weapons.
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