ModJam Day 5: H-Hour - UnknownWorlds
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ModJam Day 5: H-Hour - UnknownWorlds
The final day of the UWE ModJam was bittersweet. It was the day when all three mods began to show the most promise, and yet the day when all development on them had to stop. As the time ticked down towards the 1700 deadline the check-in messages got faster and faster. Each team set out at the start of the week with an idea for something great. Now, that idea faced a sink or swim moment.
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Also nice to see you back in business Hugh, that was a very professional bump!
I find these mods exciting. I hope this makes modding and modded servers more popular.
Good animation takes time. 4 days is not enough to get 'good' animation done considering the huge amount that was needed for 'Fighter'.
btw Last stand & La Fauche (french name O_o) seems awesome too
You are a genius!
Also, so far they've been mostly used for armour and are super effective at that
NS2 Rocks!
You have never played fighter maker before . With that game you can make tons of fighter animations in a short amount of time, pretty cool game. I think it was released for the first playstation.
That one is made to create fighter games though, Spark and its animation graph needed a lot of work to make this happen
Hats off: this is a stunning advertisement for the Spark engine, for UWE as an indie studio, for you guys in general and for the community who pitched in.
I may sound like a fanboy here, but bear in mind that day 5 is the first I've seen of the mod jam (I didn't read about it before as I've been away a bit), and while there are some bugs in NS2 I would dearly LOVE to have fixed, I absolutely understand the need for this week, and can appreciate the output.
Fantastic work!
In Last Stand the areas didn't look very fortified so it turned into a regular NS2 combat match. That's what I felt watching anyway. There didn't seem to be any special strategy needed to break down the marines other than what is already in NS2. And rines didn't do anything special to defend the base. That could get boring fast.
Brian is awesome for making that game in a week. Secretly I think he's been working on it longer - seriously can you make that so quickly?!
They should have stuck flashlights on the guards to indicate the field of vision. Without that I didn't feel too much suspense watching, and I couldn't tell what the field of vision was.
I wonder how you could randomise the maps for re-playability?
Yea and please implement player names on player models in NS2!
Lets have "Fighter" on 3 Readyroom arcade machines. So people can hang around and play "Fighter" till the server has 7 people. Then the Arcades are "out of order"
Lets have "Last man standing" as another vote option to end an game. Maybe as an replacement to concede. With some special rules against vent-hiding this could work.
Something like an timer for example: After 5 min the game is over and the team who voted for "last man standing" has lost even if 2 are hiding somewhere.
"Heist" should be the only seperate mod, as its more an own gamestyle type.
Hugh mentioned on the stream that it was all Lua, or I think he did anyway, implying it's not actually new engine feature.
he also got a new version of the LaunchPad.
"the public release of this code will have to wait until next Monday. At that time the source code and playable versions of all three mods will be released."
I guess you have your answer
I assume you're talking about Heist - I promise you that the game did not exist at all until we sat down and started planning it out. Of course it wasn't just Brian! Max, other Brian, myself, Liam and Internets were on the Heist Team all week as well.
Everything will be out when we release next week - this will include the updates to the modding system and engine that we needed to make in order to make this mod jam possible.
With the camera system this could actually work! Would love to see that!