SWARMED is a Zombie-themed RPG / RTS currently in development using Unity 3D. We love Dwarf Fortress (though we have no illusions that SWARMED will reach the same level of complexity), roguelikes, old-school point & click RPGs and real-time strategy games. We aim to cross genre-borders here and there and give some twists…
(Pictures and video below, scroll down to view) Introduction: Greetings to all who have come to this thread; my name is Christopher. I design and manage a project that aims to bring my love for the pirate swashbuckling genre into the world of competitive multi-player gaming. We have 5 coders currently, just added 2…
the VTFs and VMTs are in the team fortress 2 materials GCF, then with the GCFScape go to tf/materials/models. That's where model textures are stored but they can be in subfolders. The subfolder names are fairly self-explanatory, so the player models will be in subfolder player while weapons would be in weapons.
motives: absolutely! i used to really enjoy playing 2-player Tyrian (inc. "Destruct" cheat mini-game), and 3-player Threat (if your keyboard can handle it...) Might also want to take a look at Armagetron, it's good for killing some time
Top Secret! "Man A: You dropped your phoney dog poo." "Man B: What phoney dog poo?" "Man A: Do you know any good white basketball players?" "Man B: There are no good white basketball players, my friend." God I used to love this film as a kid.
The end use of the model is the most important aspect here. Us the net a hero model or a bit part support player? How close will the net be in frame? If its for a game and just a bit player I would use textures with alpha an channel. If its for a 'basketball net ad, Id model every string.
No worries. More info can be found here in this IGN interview covering a few aspects of the game. Driveclub races contain 12 players per race but has other ways to interact with a larger pool of players with the challenge system. http://uk.ign.com/articles/2014/05/09/the-inside-track-on-driveclubs-delay
The game is rather awkwardly balanced i thought. Plays kinda choppy too even at med~low settings. Really should do 16 player maps. the 32 player ones are too damn large. Anyway, hope a patch is headed down the pipe soon. And damn that artillary. damn it to hell ;-P
about 1.85 meters. keep in mind that this is the full body height, but also the height of the player camera, so if you're doing a FP environment it might be good to think about the player as a 2.10 meter, otherwise doors and corridors might seem to small although they are architecturally correct.
Job Title: Senior Artist / Future Art Director Ideal Candidate: Versatile illustrator who understands the 3D pipeline and can execute the visual and creative vision for a new game. An individual contributor who hopes to transition to the role of Art Director. Location: Anywhere. Fully remote work-from-home. Position Type:…