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100 people team
Don't use the unreal engine in that case, won't work.
Think you were going for the fact that there isn't a realism shooter that works on a large scale ?
Would need a beast of a server anyway, no matter what the approach to it is.
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red barrels
: Oh god No, not those things. Think that won't attribute anything to the game,
that sort of interaction isn't really what I meant. What you are talking about is physics and that's
not something that we're going to heavily implement, if even at all. Same with dynamic maps:
those Fx shouldn't be too exagerated, but subtle. If those Fx are too much to throw
off the game's equilibrium then skip and put in part 2.
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"If you try to do many things at once you might end up doing everything wrong (just my opinion)."
Totally agree on that one, again a matter of maintaining the game's equilibrium, what's not suitable
for part 1 will be shifted into the planning of part 2.
Mainly focussing now on the 048 maps and those didn't have such effects(dynamic map elements) in them.
To ease them in, it will be used one or twice in one of the new maps
Steam Greenlight When we're Beta testing it, we'll put it on there.
Linux UE4 has good support for OpenGL and someone already ported an Unreal3 game to Linux, so I don't
see why we couldn't ? Unreal is also supposed to have a 'api' or somekind that will make it possible
to power browser games. IF IT WONT WORK : then people will have to wait until we port it over to
consoles because at that point we'll going to acquire the engine's source code. If not mistaken a/any
licensed source code holder can/may make any changes to the engine that is desired, even if this
includes ports to Linux <not 100% sure tho>.
Characters: I modelled the faces of the characters in Daz3D myself, I have an extensive Daz asset library for
creating human characters. Clothes mainly serve as a base, to rework into a better model in this case.
Made 'a bit' of improvements on the pants,helmet and jacket but still have to do a lot on his
upperbody clothing. The skintexture is reworked in Gimp, made it darker and added and some hairs to
see if my hair brush would blend in correctly. Made a preliminary specular map (which I now can do
from the diffuse within UDK). Haven't got normal/bump map applied on any of the screenshots yet as
I want to make some minor changes to the face and to his upperlegs. Also recommending Gimp for making
any texture seamless, Gimp does that in a sec. To get good results (depending on use) I recommend
using a resolution of 4096x4096 for the face. Facial features don't come out well in the standard
light setup that UDK has, so fiddling with (sun)lights is recommended.
Some things get bought, some made from scratch, some donated by their maker, some reworked from a
bought or downloaded-for-free model, as long as it saves time I don't mind. It's the same if you
work in(or hire) a team and those people need to get paid...principle remains the same. When
you're working on a game like a FPS you can't go saying that you'll do everything yourself and not
use a single model, texture or piece of code someone else made.
Tiny dev update :
My signature is part of the menu screen I made. Getting my Gimp on so to speak. Just a few adjustments
to the whole and ready to put the menu in. Getting that menu ready is important, like
milestone important. I saw that as a time consuming hickup that got in the way of testing partiular
elements of the gme, but in actually it's not that hard. If the menu is implemented, then classes,
gun selection and code for multiple gametypes can be tested and will make for good progress.