theres
theres some irony in that statement, because they defiently seem to have talent oozing away from the mod. The main concept artist for ND has gone to hullbreach, and their main modeller has gone to corporate anarchy. Its been a while since I've seen any ND recruitment posts on the web...
Well, a combination of an rpg/fps is definetly the core of the mod. However with alot of rpgs you start weak progress significantly during the game until your unstoppable. With CA we want much of the strategy to be how you design your character and not how much you've progressed your character.
If halflife2.net could run a main-page newsbit I would really appreciate it. Edit the news or rewrite it as you see fit.
Javert from Hl2grounds interviewed members of the corporate anarchy team, you can catch that interview here. HL2grounds.net interview with corporate anarchy
Also our...
Corporate Anarchy
Theres a good chance that we need an organics concept artist. One of our concept artist got hired by a game company, and the other one wants to concentrate on mechanical drawings right now. Our website is at http://www.corporateanarchy.net.
Heres one of our finished...
with
with a name like that I was expected a cyberspace type game between hackers.
What would you say are the two games/mods most similar to what your trying to achieve?
Actually we have 6 coders, I just haven't talked to two of them in a while so I thought it would be safe to leave them out of the roster. Personally I was waiting on announcing the site because our media section isn't up yet...
well
to be honest, I already have the control scheme worked out. Been in writing for several months, and recently I've been focusing on how we can animate the melee combat without too much difficulty. The control scheme isn't brilliant, but theres a few nice ideas that I'd prefer to keep as my own.
for myself
I personally am interested in getting a cool melee system to work from a first player viewpoint. One game that came out YEARs ago had the numpad and wasd used, the numpad controlled what kind of stroke you did. If you pressed 9 and then 1 your character did a slash starting upper...
Well, that game didn't really have any character advancement. Weapons simply spawned, they weren't purchased in any manner. In that way, teams were kept relatively fair. Yes you could camp a weapon, but that only worked part of the time. I'd say preventing the winning team from getting too many...
Game for loosers
Making a multiplayer modification is more of an art then anything else. While it can be visually stunning, it's that which is unseen to the player that decides the true value of the mod. This invisible factor of a mod, the game mechanics, has yet to be turned into a true...
Hmm. All I can say is really try to recruit people you can trust, and if you can't then change your passwords asap! Backing up material/forums really help. Game makers often have egos just as big as rock stars. Hope you guys get back up quickly.
while I never specified cybernetic weapons, I think we should have a few. Can you make the flaps slightly smaller, have two on the top and one on the bottom, and then have some sorta of beam emitter at the end of all 3 flaps?
Nice hand btw, you are definetly getting better at doing organics!
this
this is the concept model for the police. Quakeulf did something like 4 version before reaching this ultimate badass concept. Ichi definetly has a hard act to follow.
Quakeulf also did these reference drawings...But because the reference drawings were before the final police...