Defining Awesome
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  • Written by . Posted at 5:49 am on October 8th, 2010

    I posted on my Youtube channel 5 new videos. They were used in my lecture 3 months ago. The lecture itself is 50 minutes long and I’ll need to chop it up. Also it’s in polish and I don’t have time to translate now.

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    9 comments.

    1. great i love to see some new videos, but i always hated it that in every video game theres only 1 explosion type, i´d like to see that the explosion vary a bit from time to time, if thats somehow possible.

      nice graphics really


    2. Really impressed, nice work.


    3. These explosions are to a degree procedural so they will look different each time.


    4. These were THREE months ago? I’m impressed.


    5. Clive Jericho

      now he’s torturing us on purpose…
      will that be possible in the game?


    6. Animation looks a little robotic when ascending stairs, but otherwise this is sensational work.


    7. I still hope deep in my mind that you will implement that character rotation every here and there in the game.

      For example in the “Link-Dead Chemical Factory preview”, when he grabs on to the ledge at 0:12, the character would be so much cooler facing towards the wall while he holds on and climbs. (the sidewards climb would of course remain a big part of the game for every margin-ledge)

      Or when the player is pointing the mouse to the left side of the screen (and of the character), and then points it to the right, the character would look really nice if he were to face the player while turning around for that split second where the mouse pointer is above his head. As it is now, he just instantly turns around.
      Imagine also how epic it would look to shoot at an enemy above you, as your character would be facing towards the screen and looking all mad while shooting up.


    8. Those effects look fantastic. How are they simulated? Cellular Automaton? Cant wait to use the napalm sprayer!


    9. Makron666

      Those effects are really nice, but there are a few problems, First they are to thick, make them a bit transparent in areas so they blend in with the background a bit, second there needs to be a difference between the flame coming out of the gun, and the flame burning on the floor. Apart from this all is good. A few good ideas would be heat distortion above the flame, that would look so much more believable, and the player climbing up the walls needs to be fixed, as Tenshi said.

      The work on the levels is coming out nicely, they look very good at the moment, but from the preview it seems that was a small level, are there going to be bigger ones, or even bigger versions of the same level, eg. Battlefield’s 16, 32 and 64 man levels.


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