I doubt he can do that while using Jagged alliance assets.
this is also true, i wonder about the 15yr old assets but with JA3 coming i can expect trouble ha
but my goal with this really its to just remake the engine and then release it free and open source to modders, i dont have the skill for graphics/sound/animation etc
Don't forget to advertise on the Bear's pit forums then! I'm sure people will be interested in your engine. You may even get some people to help you with your project.
Don't forget to advertise on the Bear's pit forums then! I'm sure people will be interested in your engine. You may even get some people to help you with your project.
already there and hoping but its pretty quiet there these days
Looking fucking neat! Way better than expected.
What's this strange feeling I'm getting? Is it, dare I say it... hype?
EDIT: @Auran13 looking GREAT, man! Keep on posting updates (or make a seperate thread?). I think I speak for everyone when I say I'm loving your work
heres a link to the latest version, its actually in a weird state right now as ive been making massive changes which arent finished but im away for a few days so if i didnt release now it would be a while.
Created a new thread so that we keep things tidy and organized. @Auran13 feel free to rename it as you see fit, and best of luck! Keep up the good work
I did played it, and, first of all, you're doing a fantastic job!
But of course, I'm sure you expect positive criticism (just by playing Drassen Airport):
CONS:
-LOS is messy, even turning around with a guy like Shadow doesn't properly reveal the threat until it interrups and, well bursts you into oblivion
-You have a poor sense of your available/spent APs, in term of potential
-Controls are confusing, and the UI unclear
(this one I'm not 100%, but it seems that the CTH is a bit off the charts
PROS:
-Great and on point asset uses in terms of voices and such
-Servicable character creation
An incredible one-man team job all around. What a job to be proud of!
But there's a lot of work left to be done, leaving me ashamed I can't contribute to it.
Awesome job and progress, and for an Alpha, this is promising. Keep at it!
Congrats!
I did played it, and, first of all, you're doing a fantastic job!
But of course, I'm sure you expect positive criticism (just by playing Drassen Airport):
CONS:
-LOS is messy, even turning around with a guy like Shadow doesn't properly reveal the threat until it interrups and, well bursts you into oblivion
-You have a poor sense of your available/spent APs, in term of potential
-Controls are confusing, and the UI unclear
(this one I'm not 100%, but it seems that the CTH is a bit off the charts
PROS:
-Great and on point asset uses in terms of voices and such
-Servicable character creation
An incredible one-man team job all around. What a job to be proud of!
But there's a lot of work left to be done, leaving me ashamed I can't contribute to it.
Awesome job and progress, and for an Alpha, this is promising. Keep at it!
Congrats!
To use the Queen's words:
thanks mate, yeah lots to do i've actually rebuilt it for this version meaning basically its half old code and half new code. Im really trying to perfect my systems before moving forward because the next step is to add mulitplayer and i wont do that until im system complete.
regarding both APs and CTH theres are two things ive changed which i would love feedback on
APs- now has movement points as well which is capped to your energy/stamina
idea is to promote tactical position such as flanking seeking cover and elevation etc in the original you wouldnt want to waste APs moving instead of shooting
also makes melee more viable as you dont lose attacks moving close
currently moving lowers accuracy but raises evasion so its still a tactical consideration and not a free move
CTH
its still placeholder at the moment as you can see i've moved towards specialties rather than just accuracy
again in the original id always max accuracy it was too important a stat, now with specialties a medic for instance could still specialize in say pistols and not be useless in combat while a 'warrior' class could focus on many weapons
also wanted to give weapons variety and meaning rather than everyone using G3s by then end
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