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    posted a message on Project VECTOR (TPS)

    @Gorandor: Go

    somehow i had expected that xD

    @progammer: Go

    why so complicated? Mousedetection is not needed, arrowkeys or wasd are sufficient for selection. using or dropping items can easily be done with other hotkeys. The complicated thing here is how to generate it so interactive? i mean, if you have an 8x5 inventory for example and enough items to fill it, well, how to arange videos for that? somehow this 'video' has to be created on the fly. But maybe there is another way to do this.

    €: Oh, and RTT = Render to Texture, I'm sure I have read something about that and there are some Functions which seem to use this feature of Objects with said RTT-Channel.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @progammer: Go

    exactly, I thought about the SM Briefing screen as ingame display for ... briefings and other stuff yeah :)

    Another question is, if RTT can be used to display an inventory on them too? or other things like a numberpad. so it's not directly a video, more like a dialogsystem rendered into the RTT channel of this screen. Rendering something from another camera onto this screen should be possible, why not this?

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    It will still need a lot of time, I don't know if Malu wants to release something a bit earlier, but I'm in the process of rewriting everything to fit it into a real Modengine. Makes it a lot more comfortable to work with it, shrinks down the mapsize, makes it easier to patch things .. and... it will make it possible to release the engine sometime so you can create your own maps based on this (with multiplayersupport :) ). But prior I need to catch malu again, had no contact for days.

    One problem I have though... I don't know how far we will go with this. Personally I want to create a whole game with several maps, an exiting story, voiceacting, some videos, interactive gameplay including riddles, bosses, inventory and shopsystem etc. Pretty gigantic project so we'll have to see if we can afford the time to do this or just release a short singleplayer map :-/ . Some time from now on we'll maybe need some more people to work on this,for example to create assets and models, I don't know yet if we keep the spectre. A custom 'avatar' can easily support more animations and weapons though, creating a more fluent and visual gameplay.

    So support me with this to encourage malu to create a game with me, instead of a map :) but be sure you want this... it will take it's time.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @q3n7g3ty12: Go

    We are both from EU, so this is very likely. Though it may even be published on mapster because of how battle.net handles such games.

    @lom4R: Go

    I believe Malu created a custom animation for the intro there.

    @Murzac: Go

    In the final version you don't want to play it... when you are alone, in the dark, and you feel like something is wrong here... and wants to eat you!

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @Mozared: Go

    You got us, but somehow it must be an achievement to recreate the whole Mass Effect 2 engine in StarCraft 2?

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    posted a message on Project VECTOR (TPS)

    @Sephiex: Go

    those are the sm doors just used as doodads and actormessages to trigger them

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    posted a message on Project VECTOR (TPS)

    @Gorandor: Go

    hope so too ;)

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    posted a message on Project VECTOR (TPS)

    @deleted_4551290: Go

    including a mousesensitivity slider as mapoption is not a real problem, but even if it's not implemented you can easily use the option of SC2 itself.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)
    Quote from progammer: Go

    Regardless, great talents utilizing all the SM model from blizzard. Scraping things without feeling lost of effort really show how you guys care for a final product, however long that will take. We appriciated it :)

    That's exactly one of the reasons we haven't send anything to the BlizzCon Contest, it just wasn't ready for such a premiere. But in my eyes this project will payout nevertheless :).
    Who knows, maybe blizz fixes some of their stuff sometime and we have the chance to create some cooperative gameplay.

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @Creation25: Go

    actually we're trying to create a UI incorporated into the gameworld. The health/energy status for example is going to be displayed through the glow of the suit. It changes it's color and brightness and will pulse in critical situations, such a UI just fits much better into TPS. At the end this forces us to be pretty creative on how to do this :). Some other things we think about are a laser instead of crosshairs and a ammo counter directly attached to the weapon (both don't work out that great yet).
    Some other systems not integrated until now: inventory/shop and upgrades.
    I think we'll also try to implement some videos... I mean, there are some models with RTT-channels, why not use them? :) One of them maybe even as part of the UI.
    Somehow I believe this becomes a pretty huge mapfile at the end. Maybe we have to tell Blizz they need to upgrade the limit again if they want us to host this map on Battle.net :D

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    @kimoss90: Go

    not yet, but we'll integrate one nevertheless. Somehow we need to store your progression from one map to another :)

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    posted a message on Project VECTOR (TPS)

    @QMJ3: Go

    It looks a bit like Dead Space indeed, but that's just because DS is an inspiration for us. We don't want to recreate Dead Space in Starcraft, but we want to keep a bit of it's atmosphere. The story of our game is different and the gameplay too, but we'll copy some of those cool things they made in DS... i mean, who wants to reinvent the wheel? :)

    Edit: beaten by Malu ^^

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    Nova has one problem, she distracts guys from those creepy monsters all the time and that way makes the whole scenery less scary :).
    As long has you are disturbed by the butt in front of you and scared by the noises behind you everything is okay :D

    Posted in: Project Workplace
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    posted a message on Project VECTOR (TPS)

    In b4 questions regarding the performance.

    The map will be optimized, so it only shows objects etc if you are in a certain region. You might experience a small 'lag' when entering one of these regions (haven't myself, but who knows?) but thats much better than running around with 5fps all the time :).

    ---

    As posted in malu's Ruins demo thread:

    http://img684.imageshack.us/img684/8259/screenshot2010092315202.th.jpghttp://img716.imageshack.us/img716/2536/screenshot2010092315195.th.jpg

    Those are a conceptional greenhouse and a more detailed corridor.

    And believe me, it gets better and better every single day.

    Currently I'm already working on 'part 2'. Designing the whole level layout, events etc and I've scrapped several iterations of it because it wouldn't feel engaging enough. But it will in the end and you better wish for a saving option :D.

    Posted in: Project Workplace
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    posted a message on AC130K - Ruins (tech demo)
    Quote from malu05: Go

    Well im sorry for the delay. Me and TheKC are working on something with this that goes beyond what you could call a "tech demo". Stay tuned.

    Small sneak peak on how an alpha can look :)

    http://img684.imageshack.us/img684/8259/screenshot2010092315202.th.jpghttp://img716.imageshack.us/img716/2536/screenshot2010092315195.th.jpg

    Malu05 will beat me for that, but i think it's worth it ;)

    Posted in: Project Workplace
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