Nice idea, dude!
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Thanks to everyone for their kind comments :)
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Time for your opinion! So guys! Which Blitzpacker gun do you like better, the pre-Munch's Oddysee one (top picture) or the Munch's Oddysee one? (bottom picture) I think the pre-Munch's Oddysee one looks freaking badass but I'm not making this game just for me :) Share your opinion please! :) (Thanks to http://oddworldlibrary.net/archives/togg/ for the images) http://buoyancyinteractive.com/oddwo...litzpacker.jpg |
well the one you reconstructed is ok :) and it will ad more visibility
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The one with the Soulstorm brew at the bottom.
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Scraby hit the nail on the head. You don't want the cans stuck in the way when you're trying to point the gun at ememies. The animation of the cans loading into the gun would distract your attention from movement in the distance, like enemies. So, have the cans load at the bottom so they don't get in the way of aiming or distract attention.
Plus, the bottom one has the more obvious handgun shape, just looks much sleeker :) |
Hm... I think I will have to follow the crowd on this one.
Although, I say keep the the sort of octagon-esque design of the barrel you have at the moment. I think it looks best that way. Even imaging it without the imperfect textures. In short, keep the current model, and have the barrel on the underside. |
I'm also going with everyone else. Scraby and Gibbons do have an excellent point so definitely the one on the bottom:D
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Meh, I like the pre-MO blaster better anyways.
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yeah,it would be quite wierd cuz you cant see from the barrels and probably anyone could bust ya :D
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A real quick update from my mobile to let you know I'm still alive :-) I've been really busy with college but had a little bit of time to work on the Blitzpacker gun, texture hd is all doen on it, model is being done as soon as I wake up :-) Thanks for the input on the Blitzpacker Gun versions :-) means a lot! :-) Going to bed now :-)
Edit (The following morning) So here's the new Blitzpacker model and texture :) Tell me what you guys think :) I had to redo the whole texture and it is now 1024x1024 instead of the original 128x128. http://www.buoyancyinteractive.com/o...zpackerNew.jpg |
Cool. You need to do something with the edges (like,t he crevices, where one metal part meets another). There's other stuff that would make it better too.
An easier thing that I think should be done is this: The barrell isn't the right colour. I know in the first big bro image, it looks sort of black (dark grey), but in the second it's the same material as the ammo-loading part. I think this one looks better. EDIT: Try ...'baking'? an ambient occlusion map that u can layer onto the texture. Let me know if you know how to do this or not 'cause if not, I'll send you the tutorial i used a while back. It's a way of making objects look like they're self-shaddowing in ambient light. (Not sure if my terminology is correct, but I tried :)..) |
whoa looks nice! :D i like it
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Wow, looks nice, and did you use the moon for the middle part?
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Small update, ran into some network glitches with the first person mode (think because my code is way to rough). Weird thing is Third person works fine and I haven't even plannend on using it, so what are your opinions, Third person... Yes or no?
While I figure a way to improve that I've been busy on pulling objects from Munch's Oddysee and put them separated into the Unity engine so the level design van be tweaked very easily. Counter is at 124 unique objects already. @Hulaabeo, How do you mean "moon"?? |
well im okay with whatever you do :)
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I'd prefer first person.
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1st person and 3rd person?
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How compatible are models between 3DS Max and Blender, because I'm taking a class in Blender at my University, and would love to help model things if you need, thought you see to be doing a good enough job!
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Probably easily compatible. I say get making if you wanna, coz you'll easily be able to open your models in max one way or another.i know that max opens .3ds files, .max.. and (probably) all modelling software can handle .obj files (in max, you have to import these).
From what Tim said, it sounds like you could just model a level in blendr and then save as an .obj that would go straight into the game engine (no need for stopping at 3DS Max along the way) |
.obj files can both be opened in 3DS Max and Blender. And I'm sure most game engines accept .obj, if not that then .ace or somesuch which may also be available from Blender (not sure).
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Hi Everyone! sorry for the lack of updates lately, am very busy with school but also working on this project trust me :)
I use Unity engine for this project and yes it van import many files including native Maya files, .obj, 3ds, fbx and some more so basically there is very much that can be done to add to the game. Something I update you guys on is that I've finally finished almost all animations for the mudokons, just finished climbing up, climbing idle and climbing down. |
Design for a Slig Barracks Arena.. gonna work on the design some more. Did this in an hour - it's quite messy so might be unclear.. http://i51.tinypic.com/35lb0g1.png
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wow looks great man keep it up.
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Maybe the first fan game finishing and being updated? I guess so...:D Nice work AvengingGibbons, and most importantly, Tim Cottenham.
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is this project still alive? if it is hows the progress going
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Same here, as many have said before, this could be an actual fan game that actually gets completed.
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