Hello! After years of development work on some of the most popular GoldSrc and Source mods, our team recently announced its first indie title, powered by the UDK! Intruder Alert! (or IA! for short) is a cooperative asymmetric multiplayer Real-Time Strategy Shooter and the spiritual successor to Overwatch: a Half-Life²…
@BradyJ Thanks for the suggestions! I see what you mean with how Amnesia Rebirth creates gateways of sorts with their rocks that funnels the player through it in the beginning. Definitely something I'll keep in mind for the future.
@sprunghunt The custom complex collision mesh thing sort of works but you're still unable to declare more than one. The reason for wanting the custom meshes is to tailor player collision to promote movement fluidity and use something akin to but not identical to the visual mesh for projectiles. it's not for performance so…
The game's looking awesome. What makes me wonder is the player switchability, if I must call it that. It's not that it's bad but I am afraid it may cause some detachment from the main character(s) in the game.
hey man, thanks :) . I agree about the booster, however it's for a game design and all the bullets are hot, orange-yellow-white. The booster is blue so that when it fires the player can't confuse it with gunfire
Android support would be cool and it would bring UDK one step closer to a possible Linux port. EDIT: I'm still wondering if there will ever be a UDK web player, that would really awesome too.
Finished the single-player campaign a couple of night ago and really enjoyed the whole experience. Check out some of the beautiful vehicle art on Victor Kam's ArtStation Page: https://www.artstation.com/artwork/D9aro
It never stopped poopinmymouth, AFAIK also I don't think i've swore in an online fps in the manner you described, the word 'suspicious' is enough to type for an unfair player (if there's support for immediate spectating on the attacker)
This was a great read, I agree with @musashidan, the player POV part was enlightening. Also the section about framing the weapon correctly in the bottom right quadrant was intriguing. Thanks for taking the time to write and share this :smiley:
The edges are too tight on your high poly. The low can have the sharp angles, though you can also chamfer the ones closer to the players view to create smoother transitions, if you wish.