Ames
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Raziel-Jcd said:From planetunreal.com
http://planetunreal.com/images.asp?/images/screens/nxut_malcolm_facial.jpg
http://planetunreal.com/images.asp?/images/screens/nxut_map_visuals.jpg
http://planetunreal.com/images.asp?/images/screens/nxut_necris_scorp.jpg
http://planetunreal.com/images.asp?/images/screens/nxut_goliath.jpg
Im going to get myself this mag to see them in highres. Wont be making scans tho. Sry :/
EVIL said:so, wich high up epic staff member you had to penitrate to be able to get a license to the unreal engine 3.0?
Seriously I would love to know cuz my game isnt going anywhere now, cuz all the next gen engine dudes like UE3.0 and Reality engine want AAA game dev studio's. Well, we are currently only a small startup team with limit fundings. We got a 45 trial on the reality engine tho, but we'l play with that when our programmers are back. But the thing is that unreal code is used for ages now and programmers who worked on unreal mods are familiar with it.
anyway, its looking dim atm, we are still very early in the preconceptual stages.
Anyway, glad to see your doing great pi, good luck to your team, and If you could help us with "connections in teh bizz" or pointers then it'l be very appriciated.
PvtRyan said:Ugh... imagine the 'omg teams plz' with 8 different teams.... :rolling:
Thanks for the advice man, I was already thinking of making a demo of what we are planned and such and try to get funding and stuff, How mutch did the engine cost anyway? plus what we want is beyond the engine, so we will use the engine as a basic platform to build on and expand, we are workign on a third generation next gen game, deadline 2007/8Pi Mu Rho said:I'm lucky in that I'm working with a bunch of industry veterans. Publisher funding isn't a huge issue (although picking which publisher to go with is...). Same goes for being taken seriously by companies like Epic.
As a startup, the best thing you can do is to make your game as a mod for a current engine, then approach a publisher when it's as complete as you can make it without a licence. That way, you're much less of a risk to take on board. If you're really hankering after using UE3, make a UT2004 mod, and switch to UT2006 later on (the underlying editing principles are the same) and try to get interest from the major Unreal-licencing publishers (Midway, Ubisoft, Atari, even Microsoft)
Auch poor you lol, I immagine you cant wait untill you can load up the engine tools and such and can begin experimenting.Pi Mu Rho said:We haven't actually got our grubby little hands on the engine yet. There's a whole mountain of shit we have to wade through before we get to that stage.
Raziel-Jcd said:From planetunreal.com
http://planetunreal.com/images.asp?/images/screens/nxut_malcolm_facial.jpg
http://planetunreal.com/images.asp?/images/screens/nxut_map_visuals.jpg
http://planetunreal.com/images.asp?/images/screens/nxut_necris_scorp.jpg
http://planetunreal.com/images.asp?/images/screens/nxut_goliath.jpg
Im going to get myself this mag to see them in highres. Wont be making scans tho. Sry :/
kupoartist said:They've replaced the Minigun with the Stinger?!
They sure as hell better retool that thing to make it... well, not crap like the Unreal 1 version. It was a crappy sounding, crappy looking, slow firing piece of poo. Surely the worst gun in Unreal history in fact (actually, i'm forgetting the guns from Unreal 2, but sssh).
How CAN you like them? The loadout in Unreal 2 was terribly generic, but sometimes it was utter tosh. How can you possibly believe that those whimpy, ugly looking spud guns were in any way superlative defining FPS weapons? I'm going to think back and relive those terrible memories... just for you;Raziel-Jcd said:Unreal 2 weapons were the BEST EVER. wow how can you not like them?
Raziel-Jcd said:Unreal 2 weapons were the BEST EVER. wow how can you not like them?
Did you play Savage? I loved that game, but there were very few servers (only about 2 or 3 during prime time) and the game was hardly updated.Edcrab said:Conquest intrigues me- I'm a sucker for FPS/RTS scenarios, no matter how little is present. Resuming matches = win- begging for enormous campaign map packs.
I'd like to see a slightly stronger SP component in this release, but hell, this is UT- they'll be reserving the Unreal Engine's true offline potential for a different title.
Looks brilliant anyway
The thing I liked best about Savage is the skill in melee combat, when to block and when to attack, and all the jumping and dodging of attacks, it was tons of fun. Also it forced teamwork, you could solo on your own but you didn't stand much of a chance against an organized group of enemies and you rarely were able to benefit your team.Edcrab said:I adored the concept of Savage, but never bought myself a copy I'd heard the game was thinly populated- which I'm not sure I get, since most seemed to agree it was enjoyable.
At least UT is a massive franchise that can support itself- I just hope they push the Conquest mode to the limit.
They gathered gold which was good, and they were also easy killsZeus said:Savage was pretty great, except for the guys who just sit there acting like its everquest killing monsters for exp
Conquest is the new Onslaught; the mode that they want to get people who have never heard of the UT franchise interested in. I think they'll support it with all they've got.Edcrab said:I adored the concept of Savage, but never bought myself a copy I'd heard the game was thinly populated- which I'm not sure I get, since most seemed to agree it was enjoyable.
At least UT is a massive franchise that can support itself- I just hope they push the Conquest mode to the limit.
Foxtrot said:Did you play Savage? I loved that game, but there were very few servers (only about 2 or 3 during prime time) and the game was hardly updated.
Minerel said:U2:XMP weapons in NS would own . I love XMP's weapons for some reason.. I mean really love em.