I'd like to say sorry to the vector team for producing a game from their demo video they made 6 months ago. AC130K - Ruins
Hehe no, we don't mind, infact i would personally love to see some more thirds person shooters out there to kick Blizz in the bawls and get them to fix some of the serious problems we have. Like Latency, LOD, Lights, you name it.
Looking forward to some more updates.
A few notes...
Set the flag "unselectable" for your player to avoid that pulsing circle on the ground
When working with the terrain keep in mind that many players have shitty computers (including me =) ) so its good to keep the polybudget low when working with multiplayer FPS/TPS.
Still an interesting Spore clone. Maybe a Submarine Game with Zerg Vs Protoss Vs Terran could be done with it or just really a Spore clone with different phases.
I never got to release the version 5 origins map.
And since quite a few people seem to have a hard time locating the minimap content post where i released v3 i have decided to re-release it.
The code is clean and since its abandonware you are welcome to pick it up and make it your own.
The game is quite simple, sit back, bring your left hand fingers to the A, S and Space button, and do whateveter you want to do.
There are no rules, goals and the game is endless.
The game is a interesting visual experience and a drag away from the casual SC2 map look.
The amount of players does not seem to have the huge effect on B.net games as long as everyone have a decent ping.
We had a test with vector a little over a week ago with 8 players and there were no noticeable difference between 8 and 2 players.
I tbh havent tried Progammers lagless WASD but this is certainly far from "lag-free".
"ohhhhh look at mee my names blizzard. lucky I dont have to be restricted by retarded limits ! har har !"
Thought the same thing.
You release 3 maps, 2 of them are way over their size limit, and you somehow try to convince people that they use the same tools and have the same restrictions. But hey, nice with some new assets and hopefully we get the limit lifted to 30mb
Lights can be cool to use for abbilities, ie a abbility where everything goes black and white etc.
But currently all players have the same light settings, so you can't use this in multiplayer.
If it was posible to set lights per player we could use it more creatively than just "night and day".
Object Scaling Bug:
Copy / Pasting certain object that have altered XYZ scale can in rare cases cause the object to go back to the original size
The voices are really killing it for me. Also the camera bobbing while in dialogs make me sea-sick :O
Isnt it possible to animate the images of the talkers?
Why is there water in the elevator :)
The idle bobbing is going to be removed or atleast only being active while regaining stamina, i get sea-sick from playing it for longer periods.
We did avoid using the animated portraits since we cannot do lip-sync for them yet and i bet we won't be able to by the time this mod comes out.
And the water in the elevator is a part of a quest...
Its shaping really good. I hope SC2 low poly wont be getting into a way. This would rock on UDK.
I agree with post above. Add a bit of tension before you find that dead body.
Looking good, looking good.
Hehe, yea, the voice is just for the demo purpose.
As KC said, we will have someone to do the voice acting but as this is no way near final its stupid to do at this time. The length of the voice clips also set the speed on how fast the text is displaying so its good practice for us to do as much of this for real the first time around.
We are trying not to go too much into DeadSpace's foodsteps since that kinda ruined the setting last time around, but we certainly will have alot of influence from that game.
Maybe go for a silent, player character? Sort of like Gordon Freeman.
You are going to be able to have choises on what to reply so that won't be the case (think MassEffect). But yea, he is a bit too much of a whore right now...
Finally found out how to modify the Sub Name of actor events.
Will make alot of things much much easier.
Using signal events to be able to turn on and off lights in certain sections of the map without indexing each and every one of them is a time saver.
Project vector is a game about Vector, a freelance security guard who have been hired to replace another security guard on the ship Domhusvista who mysteriously went missing.
You start out doing basic task for the crew in the reception to get to know the diffent people there. And then you are tasked to go out to some of the dangerous parts of the ship on missions that could cost your life.
Along the way you get to find new upgrades for your suit and earn currency from the tasks/missions you do so you can upgrade and buy new moduels for the suit along with some consumeables.
You can also gamble your money with some of the crew in a game of poker or spend them on the Arcade machine.
You also get the chance to find hidden Vinyl LP's that you can bring to the Jukebox which will bring you more awsome friends among the crew.
Right now we are trying to come up with a general story/plot and ideas for quests, things like the UI and suit / interaction features is also being discussed. One of the issues we have at this point is trying to find a good way to do navigation of some sort so the player never loose track on were to go and what to do.
Latest Video (temp voice acting, temp quest line):
(Old) Proof Of Concept: (hence no sounds, basic buttons, jadajada)
(Click the fullscreen button)
So the idea was to maybe have more of a "Diablo in space" kind of game, where the cantina on this ship is your "Quest Hub" and then you get tasks/quests and as you complete them you gain access to more parts of the ship.
This is really just on the idea stage and would love some creative input/ideas to make this awsome(er).
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Hehe no, we don't mind, infact i would personally love to see some more thirds person shooters out there to kick Blizz in the bawls and get them to fix some of the serious problems we have. Like Latency, LOD, Lights, you name it.
Looking forward to some more updates.
A few notes... Set the flag "unselectable" for your player to avoid that pulsing circle on the ground When working with the terrain keep in mind that many players have shitty computers (including me =) ) so its good to keep the polybudget low when working with multiplayer FPS/TPS.
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How dare you call it a spore clone
Nothing... never made it that far.
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I never got to release the version 5 origins map. And since quite a few people seem to have a hard time locating the minimap content post where i released v3 i have decided to re-release it. The code is clean and since its abandonware you are welcome to pick it up and make it your own.
The game is quite simple, sit back, bring your left hand fingers to the A, S and Space button, and do whateveter you want to do. There are no rules, goals and the game is endless.
The game is a interesting visual experience and a drag away from the casual SC2 map look.
You can download the map here: OriginsV5.SC2Map
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@avogatro: Go
Its not singleplayer, its multiplayer.
The amount of players does not seem to have the huge effect on B.net games as long as everyone have a decent ping. We had a test with vector a little over a week ago with 8 players and there were no noticeable difference between 8 and 2 players.
I tbh havent tried Progammers lagless WASD but this is certainly far from "lag-free".
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Made a little test to compare it with traditional methods on battle.net. (listen to the keyboard click sound to get a timing refrence)
Can't really tell the diffrence.
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how to do it?
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Thought the same thing. You release 3 maps, 2 of them are way over their size limit, and you somehow try to convince people that they use the same tools and have the same restrictions. But hey, nice with some new assets and hopefully we get the limit lifted to 30mb
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Thank alot to both of you for uploading. I guess EU is a afterthought.
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Lights per player:
Lights can be cool to use for abbilities, ie a abbility where everything goes black and white etc. But currently all players have the same light settings, so you can't use this in multiplayer. If it was posible to set lights per player we could use it more creatively than just "night and day".
Object Scaling Bug:
Copy / Pasting certain object that have altered XYZ scale can in rare cases cause the object to go back to the original size
0
wow, people are being rude.
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The idle bobbing is going to be removed or atleast only being active while regaining stamina, i get sea-sick from playing it for longer periods.
We did avoid using the animated portraits since we cannot do lip-sync for them yet and i bet we won't be able to by the time this mod comes out. And the water in the elevator is a part of a quest...
0
Hehe, yea, the voice is just for the demo purpose. As KC said, we will have someone to do the voice acting but as this is no way near final its stupid to do at this time. The length of the voice clips also set the speed on how fast the text is displaying so its good practice for us to do as much of this for real the first time around.
We are trying not to go too much into DeadSpace's foodsteps since that kinda ruined the setting last time around, but we certainly will have alot of influence from that game.
You are going to be able to have choises on what to reply so that won't be the case (think MassEffect). But yea, he is a bit too much of a whore right now...
0
Updated with new video and info: (refreshing atm... available soon)
0
Finally found out how to modify the Sub Name of actor events. Will make alot of things much much easier.
Using signal events to be able to turn on and off lights in certain sections of the map without indexing each and every one of them is a time saver.
0
Project vector is a game about Vector, a freelance security guard who have been hired to replace another security guard on the ship Domhusvista who mysteriously went missing. You start out doing basic task for the crew in the reception to get to know the diffent people there. And then you are tasked to go out to some of the dangerous parts of the ship on missions that could cost your life.
Along the way you get to find new upgrades for your suit and earn currency from the tasks/missions you do so you can upgrade and buy new moduels for the suit along with some consumeables. You can also gamble your money with some of the crew in a game of poker or spend them on the Arcade machine.
You also get the chance to find hidden Vinyl LP's that you can bring to the Jukebox which will bring you more awsome friends among the crew.
Right now we are trying to come up with a general story/plot and ideas for quests, things like the UI and suit / interaction features is also being discussed. One of the issues we have at this point is trying to find a good way to do navigation of some sort so the player never loose track on were to go and what to do.
Latest Video (temp voice acting, temp quest line):
(Old) Proof Of Concept: (hence no sounds, basic buttons, jadajada)
(Click the fullscreen button)
So the idea was to maybe have more of a "Diablo in space" kind of game, where the cantina on this ship is your "Quest Hub" and then you get tasks/quests and as you complete them you gain access to more parts of the ship. This is really just on the idea stage and would love some creative input/ideas to make this awsome(er).