Thanks DavelexDesign, it's been more than a treat watching your work as well.
areay wrote:It's been said before but that GUI is badass; is every menu and overlay effect done in CEGUI? If so, then you've definitely got the best showcase for CEGUI that I've seen. Are you also using CEGUI windows in those scenes in the space station where there's those interactive panels?
Yep, everything is CEGUI except those 3D panels in the station, which is gorilla.
Thanks - it's pretty cool being told your GUI is badass!
areay wrote:I see you're loving those Particle Universe effects; I think I saw that teleporter effect used in at least 3 different places
I customized a bunch of the particles, but the Particle Universe media pack has some excellent stuff that i used right out of the box. I totally dig those teleport particles. Everytime I make something appear, I'm like, "Yes! I can use teleport particles!"
areay wrote:About the combat, is there friendly-fire? A couple of times on the planet all your NPC teammates had got themselves into a line and were firing through each other to get at the enemies, I also saw you abort a rocket attack when all your teammates rushed into a crowd of enemies..
Good eye on the rocket thing. There's friendly fire on everything except the melee attacks. Firing that rocket into a mixed friendly/enemy crowd would not have been a good move.
areay wrote:Are you happy with the way melee attacks work? You were trying it quite a bit and made it look a little difficult (your NPCs seemed to pwn with it though), are you still tuning that or are you just noob at your own game
I think it was just sort of a fluke that my friendly troops kept taking out my enemy target just before I got my melee attack off. Either that, or I'm a total noob, and just trying to cover up for it.
I'm "happy-ish" with the melee stuff. I don't think I'll do any more work there pre-release. I fully accept any crits on the melee stuff though, it wasn't something I spent a ton of time on. I've got to learn to make smaller games.
For really good melee, you need a lot of animation tweaks. I don't have a full-time animator on board. So I kept melee very simple - play the animation, do a detect query, and slam some damage on any enemy in range. I wasted much of my youth playing Street Fighter 2, so in the future I'd love to work more closely with an animator on a good fighting game.
Mind Calamity wrote:1. What shadow technique are you using ?
PSSM. I also use static pre-generated lightmaps in the space station.
Mind Calamity wrote:2. Are joysticks/gamepads supported for input ?
Gamepads are fully supported, and work really well.
I also support joysticks, but you need to do a little work in the control map UI to set it up the way you want. I tried to make the mappings really flexible, but there's a few things I don't support, like devices that use multiple ports.
mkultra333 wrote:Very nice, really professional and looks like a lot of fun. Player has lots of options in how the approach the game, with the different races and missions, and different types of combat. Great stuff.
Thanks mkultra333.
I like where the game's at. But there's a lot I'd keep on improving if I had more time. It is a risky move combining so many genres, rather than focusing on one and totally nailing it. My hope is that people like the trade-offs of playing a wider reaching game, rather than say a pure space sim. But we'll see!