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About J-Fox

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  1. J-Fox

    Armored Warfare - A Touch of Realism

    First of all, thanks for a new blog entry, The major positive aspects from this posts to me: - A huge terrain is nice, I agree on this one. Writing geomipmapping for this is also nice even tho it will probably raise the minimum required spec. - A good entity management is always a plus - You fixed the normals of your meshes - You are not going to rewrite the netcode BUT I couldn't agree more with Hypnotron. And besides the problems he mentioned, I don't like the changes you plan / seem to have done already. But having the option between bullet and havok seems stupid to me. One physics engine is enough as long as its stable. Could you give any reason why both are necessary? I also don't like the fact that it's turning into another RTS. When this project started it seemed like a side project and it was cool and a rare genre: Pure Vehicle Combat. However, first you added the on-foot part which was ok to me but even than it felt like it was going in a wrong direction as there is a good chance that it would become a new priority making it a poor FPS with good vehicles. Then you added more and more on that front and just kept shifiting the focus. "Legged vehicles" (for a lack of better name) were already killing it imo but I thought I would be able to live with it if the other vehicles were fine. To this day I yet have to see a good implementation of a "legged vehicle" in a video-game. Now you have ships too as it seems and even planes. I have to say that I love planes, I love them because I love doing stunts - but I don't want them in this particular game. Also the "control over cities" will make the game more and more complex. To both, you and the end-user. Yet I can't understand how this will improve gameplay because it just makes things more complex. It takes longer to get into the game as a "newb" (Just like learning controls for on-foot, boats, planes, anything..). I also hate the fact that the game starts to become something like a "war simulator". When you first started it, it was sci-fi vehicle combat. And now its something which all the big companies do too. I'm bored of that and its not my thing neither. I don't want to feel like a soldier when playing a game. I basicly want a modern hide and seek, paired with some cool vehicle stunts and action. It looks like this game won't do it anymore and hence I won't follow it too closely anymore (at least not the updates about gameplay - its a dev-blog after all and I still care about the technical bits). It's a real sad development I think. //Edit: Forgot to mention it, but I also think that the game looks way too bright now, the first screenshot is nice, but the plane and the copter look WAY too bright imo. They either need some more details or they should be darker. Maybe a more blue-ish gray would be better? Additionally I would like to add something: - I won a free copy of Urban Empires month or years ago on this blog. First I was like: "Ah shit your PC is by far too bad for it anyway". Then, month later I switched to linux and was like: "No way that this is going to work". Month after that I switched my graphics card and I was thinking: "Now lets hope that wine supports it!" and now - again, month later - I upgraded to a new PC (in fact, its already half a year ago that I build this PC) and the game is still not here. I'm not even thinking about wine anymore because until that game is out I will probably have switched to a new system or OS again. It just feels like you don't manage your projects properly which is a shame because you seem to be a damn good developer. :(
  2. J-Fox

    Real-time Strategy & Water - Works in Progress

    The water definatly needs something to differ between water height etc. The pictures from above look way too plain. You should add some dark spots or so. It's only a matter of minutes but will probably improve the effect greatly. You should really try that in case you didn't do it already.
  3. J-Fox

    Warbots Battle Video - Freeze Frame

    Hey, the video looks incredible! Its really nice. I think the grass could still look better but the bots hide it nicely However, are you sure that these bots are a good decision? - Do they have a good AI? - How do they behave to collisions with vehicles? (Ragdolls would be awesome!) - Wouldn't it feel weird to mow-down so many bots with such a small vehicle? - Wouldn't it suck to get blocked by any bot? - Are you sure you can get them to look good even if animated? (I could imagine that bots need a lot work on their animations alone, but you possibly use urban empires stuff here) - How do you plan to sync so many bots over the network?
  4. Looks pretty cool. I m writing a similar game which is hovercraft only and more of a race game right now to test my engine so I know how much work it is ;) I was surprised by your heavy use of imposters because I also made my renderer based on that (Using some clever technique to see if a imposter needs to be updated) after reading about the fs 2004 sky rendering system :) Couldn't notice any bugs which seem to be caused by imposters in your screens neither - so good work on that too. One thing that is bugging me is the sky which somehow is too bright again. //Edit: Woops, noticed that you mentioned it. That happens if you only look at the pictures and skip half the text Also the shadows are too low-res imo. But its probably one of the things you don't care while playing - and you can still patch that later. Oh and how about documenting your search for a good publisher? Maybe make a list with pros and cons or so. I'm interested in this myself too. Good luck with the project
  5. J-Fox

    Countdown 'til BETA...

    1&14401 SECONDS !!!! Value -> Squareroot -> ASCII //Edit: I assume its supposed to mean either 1614401 or 1814401 SECONDS - the & didnt make any sense to me :) //Edit: Maybe also 1014401 - help us danny xD
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