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Re: "Lived" FPS Game by Alienpac Software(Screens)
[Re: xXxGuitar511]
#64324
07/29/07 09:10
07/29/07 09:10
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Joined: Jul 2002
Posts: 2,002 Europe
ShoreVietam
Expert
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Expert
Joined: Jul 2002
Posts: 2,002
Europe
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Is there anything else on the website than this super-huge image of the guy from above? (but the model does look awesome! ) Yes a demo to see gameplay and FPS would be really awesome. ^_^
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Re: "Lived" FPS Game by Alienpac Software(Screens)
[Re: harleyb12]
#64327
10/11/07 21:51
10/11/07 21:51
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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Like Sunset Down , I think authors have reached 3DGS limits or have targeted too much And i can say what we've seen was only little showcase of very good textures and some good models : only 3D art showcase. Far from a game level with ennemies, a real level , LOD used by the engine, particles and shader effects, some AI. I think like Sunset Down people , and i perhaps , they 've seen what means and how incredible work/patience/time consuming can be a game. People should lot more target more little games, why not some arcade ones like Daytona USA , some mario kart like , Crisis shooting game with some additions ... simple but fun enjoyable games
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Re: "Lived" FPS Game by Alienpac Software(Screens)
[Re: broozar]
#64329
10/11/07 23:09
10/11/07 23:09
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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I think showcasing excellent work is a healthy way for a person loosing their creative drive, or deterimination, to become refilled with positive thoughts, and ambition. Hereing alot of people say that the work looks amazing, can be a real ego booster. I nte same regard it is very difficult to sit on a project that you know has a tone of amazing stuff in it, and not show it off. But liked I've mentioned before, most people do not realize the amount of self-sacrifice involved in finishing a project of this caliber. Just an example, I have been working fulltime on my RPG since January, and have averaged 75-80 hours a week every week since inception, and it is still two months at least until beta.
Anyway, I really hope that you guys finish this game, because it looks very clean, and as long as the gameplay is decent, you should do well.
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: "Lived" FPS Game by Alienpac Software(Screens)
[Re: oldschoolj]
#64330
10/11/07 23:53
10/11/07 23:53
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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I've been finishing up a project that I've been doing for 2 months. Given the horribly short deadline, I've been spending 8 (or more) hours everyday on the project. Combine that with going to school (I'm 17, senior year), homework, and my real job, I'm working 24/7 and COMPLETELY exhausted. I'm ready for this project to be over! ...And thanks to the NDA, I can't showoff any of the work or shaders This game looked really promising, and it wasn't too long ago that they posted some results. I doubt that the project has died, but I'm sure they met the limits of 3DGS already (I did, looking at more engines now ).They usually don't post updates here for a while, then show something cool, review it a little, then come back in a month or two - so I wouldn't consider it dead until they say so....
xXxGuitar511 - Programmer
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Re: "Lived" FPS Game by Alienpac Software(Screens)
[Re: TheExpert]
#64332
10/12/07 12:39
10/12/07 12:39
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Like Sunset Down , I think authors have reached 3DGS limits
According to XeXeS and other teammembers, it wasn't the limits of 3DGS that stopped it, but someone used copyrighted stuff.
I guess that must have started an internal fight and the whole game development just stopped. Anyhow, Lived didn't seem to have LOD or much other performance increasing things in place yet, so I don't think they have reached the limits of 3DGS. Weren't some of the shaders used incredibly slow and unoptimized?
Besides, the impressive World War 2 demo of REVOgames (now WETAIN) showed that even more is possible (didn't rely on shaders that much either) and that was with a A6 beta...
Cheers
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Re: "Lived" FPS Game by Alienpac Software(Screens)
[Re: PHeMoX]
#64333
10/12/07 13:06
10/12/07 13:06
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Wrong again Phemox, or at least you are telling only half of the stories:
Xexes did not cancel his work only because of the issues with his modeler. He uses Ogre know. Why should he switch the engine because of his modeler-friend?
Did you ever play the demo of the WW2 Revogames project? I remember only a short video with a single room and some impressive still images. This is just the same as Lived provided here.
Sometimes its better to stop spamming if you do not have enough proved points to show.
By the way - regarding the Lived-project: The author of this thread once said that he wants to switch to the Lawmaker engine with this project.
Models, Textures and Games from Dexsoft
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