Archive for November, 2007
Friday, November 30th, 2007
I have installed some Wiki software for the inDevs.net webpage to start the UT3 Paintball (to be named) modification project. However, the wiki can be used to house any number of modifications and/or maps. It is not designed to be used as a release platform for our work - that will be done right here on inDevs.net. Instead, the wiki is for our internal use in keeping our projects documented and communicating our progress. By nature, wiki’s are extremely easy to work with for documenting and keeping track of all work that needs to be done on a project while allowing multiple contributors to add, edit, and discuss the various intricacies of the project.
For now, you can view the wiki here:
Indevs Project Wiki
The UT3 Paintball mod page here:
UT3 Project Sub-Page
And the UT3 Paintball Design Documentation here:
UT3 Paintball Design Doc
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Thursday, November 29th, 2007
I am currently toying with the idea of making a total conversion mod for Unreal Tournament III; more specifically, a paintball mod. I realize that such mods are fairly cliche among amature developers and by no means “original,” however - I absolutely love paintball and have not seen it done well since the days of Quake II. The largest hurdle to overcome is going to be the art assets; particularly the paintball guns themselves. I just recently recieved my Unreal Tournament III collectors edition (which contains hours upon hours of video tutorials for content creation with the engine and editor), and stumbled across quite a few excellent resources. While in the long run the mod would have to become a total conversion, for now it is going to start out as a simple GameType modification. (more…)
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Thursday, November 29th, 2007
Well, I’ve finally played around in the Sandbox2 editor for CryENGINE2 enough to where I feel confident in making a decision as to what projects would mesh well with the technology, and what projects would not. For now, I wish to concentrate more on multiplayer experiences than singleplayer, so I’ve decided to check out the new version of an old favorite of mine. Unreal Tournament 3 recently launched, and I hopped on the ability to purchase a collectors edition tin (could not find one in person so I ordered it from GoGamer). The more I use the engine, the more excited I am about starting a new total conversion mod (though, I may do it as a simple gametype addition for now and change it to a TC mod further down the line when I feel more confident starting from scratch). Anyhow, read more for some links to useful resources getting started with the UnrealED experience; also, I have attached a download with all the exported scripts from Unreal Tournament 3 (the areas of the source code that are available to the public, just not yet hosted at an official source). (more…)
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Thursday, November 29th, 2007
Well, I have now tinkered around quite a bit with the editor bundled with the new Crysis game, Sandbox2. I think the editor is amazing for what some people need, and has it’s shortcomings in other areas. The general idea I’ve gotten from it is that, if you are looking to make a primarily outdoor, single player experience - CryENGINE2 may make an incredible base for your game. However, if you are looking to create a primarily indoor experience - or a multi-player experience (or both), you may want to look elsewhere.
In the full article I touch briefly on my impressive on the terrain editing and texturing, the A.I. control and scripting, solid creation (from-scratch simple geometry construction), as well as some uncategorized thoughts. (more…)
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Tuesday, November 20th, 2007
I generally will try to be as fair as possible when I review a title and base my review on a complete analysis of the title in question. However, in Blacksite: Area 51 - I can sum up most of the game in a single word: Crap.
Now, I don’t choose this lightly, but the issues with this game are so numerous, so incredibly annoying, and so impossibly upsetting, that I could barely register a positive aspect of the game (Even now, I’m struggling to think of one) but, let’s break it down and explain my feelings.
(more…)
Tags: 360, Area 51, Blacksite, Xbox Posted in Reviews, Xbox 360 Games | 1 Comment »
Friday, November 16th, 2007
Quick 2 minute flash video thats definitely worth a watch
At Work With Thwomp
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Thursday, November 15th, 2007
IO Interactive and Eidos Inc. have provided a variety of extremely good titles for the gaming community. Kane & Lynch was hyped up to be an intense shooter game with a very good storyline and in a sense, it delivers on that promise. But I can’t help but feel slightly cheated by the lack of length to this title. I mean - it’s sensible to assume that a good shooter is going to take a bit of time to get through, but this game took me a whole like…5-6 hours…5-6 hours?! I mean, I know that it’s difficult to put in intense shooter action and not feel like its really dragging on, but there are times where I just have to wonder why it is we cannot seem to get a good 8 hours of gameplay out of these titles that are coming out these days. (more…)
Tags: Kane, Lynch, Playstation 3 Posted in PS3 Games, Reviews | 1 Comment »
Tuesday, November 13th, 2007
Alright, I managed to play around in the CryENGINE2 level design software for a while today and I have to say - I’m impressed. It is incredibly robust, albeit a little confusing to get started with. So, I wanted to link to everyone a few things I found incredibly helpful.
Your First Level (PDF)
Crymod Modding Portal - the official home of the CryENGINE2 mapping/modding community (I’ve also added this to our links)
CryEDIT2 Manual (a few real handy tutorials, though they are poorly explained at times - they don’t even mention the need to import things into the DB)
Guide to making underground voxel caves (only read this if you have already completed the voxel tutorial and successfully made a cave to begin with - the answer is not the first post, the guy asks a question then figured it out himself and posts the answer).
One thing that is not documented yet, but is incredibly important to getting a level to actually function is the loading of libraries into your map. To do this go to… (more…)
Tags: CryENGINE2, Crysis, editor, level, mod Posted in Blogs, Kyle's Blog | 1 Comment »
Tuesday, November 13th, 2007
Update: Bah, not available in stores until tomorrow
I just watched what was the most impressive engine demo I have ever seen. A classmate of mine from UAT linked us to the following two videos which demo the level editor for the CryENGINE2. So impressive in fact, that I am on my way out now to pick up a copy of the game and start tinkinering inside the engine. After seeing the part in the first video where he demo’s the foliage placement tools, and ability to quickly scale elements, I got the idea for a “Honey I Shrunk The Kids!” level that would be pretty fun to make as a first level. (more…)
Tags: CryENGINE2, Crysis, editor, level Posted in Blogs, Kyle's Blog | 3 Comments »
Tuesday, November 13th, 2007
misha-design-document1.docHere’s the Game Documentation that I wrote for my NWN mod.
Tags: documentation, Neverwinter Nights, NWN Posted in Blogs, Kyle Rader's Blog | 1 Comment »
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