A return to what I love.
Posted: Sun Mar 14, 2010 12:59 am
Since my withdrawal from the RF community a short while back I've been in and out of wanting to work on a game and not having the time for the longest time but finally the craving has overcome my good sense.
I am currently in my 3rd year of college and heading up a fairly serious group game project. I've all ready started it in good old reality factory despite its various limitations. I really want to do this thing right this time. From start to finish.
Its my intention to basically remake and simplify one of my favorite games, S.T.A.L.K.E.R.
I have a fairly large amount of work to do but before I get to far into this thing I want to make sure RF and I still understand each other. I'm setting up level tests which strain both the limits of level size and complexity. I intend on combining the latest source of reality factory's public release with the last physics release. If it is at all possible to enhance the engines capabilities within reason, that would be the time to do so.
My current resource library;
All types of unprocessed resources are plentiful thanks to an old and generous friend (fpsRF)
Scripting is all ready at 60% completion
Level design and development are at 10%
Modeling work is about 30%
Textures 20%
ect...
My current stage is the development of a fairly complex outdoor level for all testing to take place in. An environment which will realistically simulate the strain of the average level area.
Wish me luck and feel free to throw some help out if you like,
Madness
I am currently in my 3rd year of college and heading up a fairly serious group game project. I've all ready started it in good old reality factory despite its various limitations. I really want to do this thing right this time. From start to finish.
Its my intention to basically remake and simplify one of my favorite games, S.T.A.L.K.E.R.
I have a fairly large amount of work to do but before I get to far into this thing I want to make sure RF and I still understand each other. I'm setting up level tests which strain both the limits of level size and complexity. I intend on combining the latest source of reality factory's public release with the last physics release. If it is at all possible to enhance the engines capabilities within reason, that would be the time to do so.
My current resource library;
All types of unprocessed resources are plentiful thanks to an old and generous friend (fpsRF)
Scripting is all ready at 60% completion
Level design and development are at 10%
Modeling work is about 30%
Textures 20%
ect...
My current stage is the development of a fairly complex outdoor level for all testing to take place in. An environment which will realistically simulate the strain of the average level area.
Wish me luck and feel free to throw some help out if you like,
Madness