Awesome. What happens when you are forced to land? I have one Idea for a gametype: I personally love games where I can blow shit up with my friends. A team of players could fight coop against waves of enemies. Kind of like the classic shoot em ups back on the Sega Genesis/Megadrive with the enemies getting bigger and…
That's basically my attitude, let em do what they want. It's hardly the worst thing ever, I mean look at the lottery... I can see why it sucks for players of genres that are smaller where there are fewer alternative games to play or in TCGs where everyone has basically adopted similar models at this point. Based on the…
just working this out in my head, I would do the following: attach the beam to 1 toggle the beam off (so the player can not see it) set up a trace between 1 and 2 if the trace from 1 hits 2, toggle the beam on if you apply this logic to each box (you will need to set up traces between all boxes) the beam will appear to…
For co-op, each player has their own money pool and own trap list. Both players can stack traps (so like both could choose the same trap set) if you want more of a particular item. Both the sorceress and warmage start out with different sets of unique traps that (i'm pretty sure anyway) can't be accessed by the other…
It's pretty easy to do it in UDK, there is a tutorial from Eat3D which shows how to do it. It's not even resource intensive by todays standards if you look at the payoff. The reason no one uses it is because it's pointless. Players won't notice such things when being shot at from sniper rifles, and if you plan on having…
I have pretty much the same opinion as @kneedeepinthedoomed, but that said, I do remember games getting bashed by reviewers and the media for giving player the ability or putting player in a position to kill Americans (civilians but still Americans). The game that I can think of at the spot every time is 'Bad day in L.A.'…
In general, I guess I'm not sure what the purpose is of the level you're building. If you are building it just for the sake of building it, and for testing out your assets (which appear to be really nicely made, by the way), then it definitely works for that! The thing I think you could improve on is incorporating more of…
So, I finished a set that started last year, was for a pro player but that player doesn't have a team anymore, so it will wait a bit till it goes to 3d. main goal was to use metal looking materials (that's why I wanted to make a more elaborate sketch), I really hate that most of skywrath's items look like toys.. blue…
theres a difference in what you can do for a trailer and actual ingame, not in respect to technology but in terms of art direction. for example, you have a dynamic exposure system, you tend to have to be conservative for in game to avoid players not being able to see, this will then mean that your cutscenes need to be…
A successful character is dependent on how you want the player to relate to their avatar and what traits they will anthropomorphize into it. Is the game story driven with a linear plot? Then you need a fully developed character with believable traits and motives. If the player is meant to craft their own story through game…