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Messages - frvge

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Public Discussion / Re: 1 thing that i hate in UE 3.0
« on: January 22, 2007, 10:23:04 PM »
One of the main things is that we'll be able to set up a master-server and dedicated server support ourselves. So in theory, there shouldnt be low upload speeds. We can opt for only dedicated servers and just have a client connect to a server. SO no home/listen-servers. But that's a decision to be made later.

Public Discussion / Re: 1 thing that i hate in UE 3.0
« on: January 16, 2007, 05:11:12 PM »
first two links are down, but that's probably Ubi's fault.

Join Us / Re: Tester
« on: January 12, 2007, 12:11:31 AM »
Because MacBryce is temporarily busy:

Here's the standard message that MacBryce posts below every sollicitation:  :D
Thanks for the offer. Check the site to stay up to date. When enough people have signed up, we're going to assemble the actual team. In the meantime you can chat in the public discussion about the game. Don't forget to spread the word. We still need more developers.

Public Discussion / Re: How long will this take to make?
« on: January 02, 2007, 11:14:44 PM »
We're in Concept Stage and a bit of Pre-production.

Public Discussion / Re: Just some ideas.
« on: January 02, 2007, 08:23:56 PM »
We have the Rightmouse button ;)

Public Discussion / Re: Just a question?
« on: January 02, 2007, 07:51:46 PM »
By 'cloning' we mean cloning the high-level gameplay: spies need to hack stuff, mercs defend.
Then mid-level gameplay: hacking in neutralization mode (altho other modes migth be possible too), dynamic defenses like mines and static defenses like cameras and lasers.
Low-level gameplay: the moves, the gadgets/weapons, ways of health-loss, ways of victory/defeat.

Of course all levels will be our own. We've got our own modellers/skinners/animators and mappers.

Public Discussion / Re: Just some ideas.
« on: January 02, 2007, 07:48:37 PM »
Switching shoulders... hmz. Maybe.
We've been thinking about several ideas listed here and other places, but for now, we focus on a CT-clone.

Public Discussion / Re: Breaking the mold
« on: December 24, 2006, 05:54:41 PM »
That's of a rollercoaster.

Public Discussion / Re: Ammo for Spies?
« on: December 22, 2006, 12:26:35 PM »
Skill based should be easier to program. Saves a lock-on function :D

Public Discussion / Re: An idea for the story/characters
« on: December 22, 2006, 12:25:18 PM »
It would rely too much on NPCs IMO, but it is creative.

Public Discussion / Re: The game's engine
« on: December 12, 2006, 01:04:24 PM »
I dont know if the games themselves are playable on Vista.

Public Discussion / Re: The game's engine
« on: December 12, 2006, 10:50:11 AM »
"Right now XNA Game Studio Express is only designed and tested for Windows XP SP2. Windows Vista and Windows Server 2003 are unsupported platforms, although we are working on bringing Vista support in a future update."

"The initial release of the XNA Framework on the Xbox 360 does not have any support for networking. We realize this is a big area of interest for game developers and are actively working on a solution for the next release."

These 2 bits seem to be to be the largest drawbacks for our project.

Aj said he could program a bit of C# and XNA. I think with a bit of practice, I should be able to do the same.

Public Discussion / Re: reticles and attachments
« on: December 12, 2006, 10:43:58 AM »
Interesting weapon. Looks like a lot of functionality.

Public Discussion / Re: Ammo for Spies?
« on: December 12, 2006, 01:39:44 AM »
Really nice post with some good ideas.

Presentation Forum / Re: Look what i found on the net!
« on: December 09, 2006, 01:10:19 PM »
He made it...

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