• Content count

  • Joined

  • Last visited

Community Reputation

109 Neutral

About Justei

  • Rank
  1. Arakion on Kickstarter

    It looks really nice actually [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] not my type of game, but definitely a great job!
  2. Auto Patcher

    A tip is to never give the client side any access to any ftp credentials, doesn't matter if the info is encrypted or not, because you can still always get the password and username from the memory once it's decrypted for the application itself to use ...
  3. Hi there! I just wanted to show you guys a project me and my team are working on right now, and hear any feedback I can get on it. It's a INDIE game and we are working on it full time, it's not our first game, but it's our first bigger title and we need ANY support we can, if it's in form of donations or just a like on facebook it all makes a LOT of difference to us! A short video, this is a first video so keep that in mind! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [media]http://www.youtube.com/watch?v=LIGW1Qbm9X4[/media] [b]Here's a description of our game:[/b] Dark Days™ is a zombie survival PC game that is set in the 1950s. The world around you is reminiscent of the way life was in the early years of the (alternative history) Cold War. The news is no longer be on the radio; it's right outside your safe house. The only way for you to get supplies is to scavenge for them. You can use your supplies to craft weapon modifications, make ingestible substances, and build barricades and safe houses anywhere in the world. The crafting systems in other zombie games are linear and predefined. Developers make new objects and set the specifications required to craft them. We, on the other hand, want a very dynamic and unique experience in all things, including crafting. Players should be able to not only craft predefined things; they should also be able to add modifications to those objects in any place they desire, with the only limiting factors being space and weight. When we talk about making a highly dynamic environment, we also mean a dynamic apocalyptic result. The zombie virus strains will change over time. Your tactics on Z-Day +1 might not work on Z-Day +200. This makes each game month a unique and challenging experience. Multiplayer modes do not force cooperation, but survivors will last much longer if they work together. [b]If you have any questions, or just want to comment on it, please hit us up or just pm us or talk to us![/b] Our website: [url="http://darkdaysthegame.com"]http://darkdaysthegame.com[/url] Our forum: [url="http://forum.darkdaysthegame.com"]http://forum.darkdaysthegame.com[/url] Our Steam Greenlight page: [url="http://steamcommunity.com/sharedfiles/filedetails/?id=93074061"]http://steamcommunit...ls/?id=93074061[/url] [u][b]And here's some images as well:[/b][/u] [attachment=11203:Hscreen1.jpg][attachment=11204:Hscreen2.jpg][attachment=11205:Hscreen3.jpg][attachment=11206:Jscreen1.jpg][attachment=11207:Jscreen2.jpg][attachment=11208:Jscreen3.jpg][attachment=11209:Jscreen4.jpg]
  4. Hello, feels like it's time for me to reveal and show some people some screenshots of a project I am working on with a friend. The name of the game is "Rigid World". We are making a FPS game, now don't get any illusions, it will prolly never get finished, and it's mostly for us to have fun working on a side-project for school. [b]Project Info[/b] I am coding, while my friend does the graphics, and I use c++ for it, running the Irrlicht library, Bullet physics, and irrKlang for sound. We have been working for around 9 months on it now. My friend who is working on the graphics doesn't have an account here, but his name is Hamstr on RageZone if you want to contact him in some way . (Mine is the same as here lol). [b]Plot[/b] Plot is pretty simple, going to put a more explained storyline here later on... [b]IRC Channel[/b] Server: irc.freenode.net Port: 6667 Channel: #RigidWorld Some Images: http://img858.imageshack.us/g/screenshot1856156422.png/ And any feedback (continuous) is VERY appreciated since then you see the improvement as well as we go. [b][u]Current progress atm (a little at least):[/u][/b] [list][*]New menu, looks much better.[*]Menu settings saved in config files etc, so u can change res/fullscreen etc.[*]Objectives ingame.[*]Added voice acting,[*]Music[*]Mood setting music[*]Sound effects for background.[*]Adding more dynamic lighting.[*]Event handler for the objectives, so when you get to a certain point ingame (area in coordinates), with criteria, such as if you have accomplished previous tasks, and if you press (E for example), it will trigger stuff.[*]Added subtitles for the voice acting, so if u miss something, it will be there.[*]GUI, ammo etc.[*]Keeping to work on story.[*]More ingame content (models etc).[*]Added basic multiplayer support.[*]Added water meshes.[*]Added printscreen function(Press f12 saves screen).[*]More animated models.[*]Added Shaders: - Brightpass - Bloom - Blur horizontal/vertical - Distancefields - SSAO - A couple more.[*]Added particle effects.[*]And a shitload of storyline etc.[*]And more... (Can't remember all lol)[/list] Currently working on making a LOT more, also tweaking physics, Adding bumpmaps, Vehicles, etc... [b]PLEASE TELL US WHAT YOU THINK SO FAR [/b]