Hello everyone, I recently got back from a game developers conference out in Troy, MI called Interfaces (hosted by IADT Detroit). After a day of recovery, my brain finally felt up to typing all my notes up so you guys could all benefit from them. It was a very interesting conference with a lot of great speakers from…
No. You don't set the top layer to Multiply. You set it to Saturation. Then when you turn the layer on, everything under will be B/W. You keep painting in your color layer with the color you are making highlights. That is what i do anyways. It helps me get good contrast while i am working, and you can see right away if…
Hi, I'm trying to achieve a sort of heat effect inside UDK. The effect is done and present far away from the camera. But I need to mask it on top of the player. I mean when the player is looking up I want the effect to be off. I've tried to put a Gradient Texture with a sort of reflection vector as UV. It works inside the…
I would put a lot more detail on the stock of the gun, if it will be closer to the camera. From a distance it reads well though. Usually in-game they have 2 different models - one that the player carries, and one that other players see. This would lean toward the latter category, as it is right now Keep it up, G
the player ship is a bit hard to spot considering it seems to be almost the same colour as the background, its a really nice 3d city and looks fun but the game overall seems a little too desaturated and lacking colours that really pop out, maybe if the player, the enemies and the explosions are really colourful and shiny…
Warhammer Online died a while ago, but I had some great times in that game. The use of player physics to block other players was actually fantastic in that game. Get a bunch of tanks to literally block off an area and the other team could could not physically pass w/out killing them. RIP :(
A game needs to have an objective, so a way to affect the player's emotions is to make the objective be something that you wouldn't normally do (essentially, to force the player to do something unusual, with no alternatives). An example of this is "Calm Time", an indie game: - http://pewdiepie.wikia.com/wiki/Calm_Time -…
One thing to keep in mind is 'likely distance from the camera'. If you have a general idea of where the player/camera is going to be, and where it won't be, you can choose simple approaches for assets that never get real close, e.g. midground elements the player can't get to, or usually won't go up to.
It seems rather funny. If the reviews and what we have seen thus far. Fear single player will be strong, while its multiplayer will be weak. While Quake 4's single player will be dull, while its Multiplayer will shine. So you have to buy both games to get your fill!
Blizzard is calling it Phasing. It will load a new instance or new mesh's for that player. Later on in the game some huge world events happen changing the whole landscape in areas. Basicly players can interact with each other like normal but others depending on what quests they have completed will just see different stuff.