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| | #16 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,197
+17 Internets | Unreal comes UScript, a scripting language you can do a lot with. Should be good enough for just about any personal or indy game project. You don't get to play with actual C++ source. |
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| | #17 (permalink) |
| CTW! Join Date: Feb 2004 Location: at work
Posts: 485
| Yeah, I'm pretty sure you'll have to get the full source for anything more than a fps mod. If I was making a fps mod I'd probably just go for tgea since I would have the source and could modify it into alot more without the crazy costs of the license for unreal. After reading over that thread in general about mmos and how their all just copies. I get the feeling we would have alot more indy games floating around if they didn't charge 200k for source. I'd love to use the hero engine which looks almost complete. I would imagine the unreal3 engine is very robust and almost ready to mold as well. |
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| | #18 (permalink) |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 527
+2 Internets | Unreal does limit what you can access unless you buy the full license, but you can still do quite a bit of customization with what's available. Whenever I find the time to set up a decent site for em, I'll link to the projects that my class did last term (not that they were anything groundbreaking, but they definitely weren't your standard fps mod.) |
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| | #20 (permalink) |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 527
+2 Internets | Well, it was in 2K4 instead of UT3 since the school didn't swap over until the class after mine, but what is exposed for modding is likely similar, if not more robust. My team did a caveman v. dinosaur team deathmatch, with three different classes on each team, and the other team did sort of a raceing game with various abilities and hazards, though without screenshots of their game, it would be pretty difficult to get across the concept. I can probably toss up some screenshots of our mod in a few minutes though. |
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| | #22 (permalink) |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 527
+2 Internets | No links as of yet, but here are some shots (sadly, no good shots of cavemen or fights handy atm). Though I'm not sure that you'll be able to tell much about the level from these, it's a fairly big, open, outdoor map, somewhat similar to an onslaught map. This mod was a group project in UT2k4 (16 people, 2ish months of production, I was game designer and lead LD). It's team deathmatch, cavemen v. dinosaurs (restricted to a min of two cavemen per dinosaur), with three different classes per team. Each team had a personal health/food meter (which is reduced gradually throughout the match as well as when you take damage) and a team food meter. You eat to replenish your health (either from dead dinosaurs that served as food points on the map, which had a limited amount of food, or by eating your opponents). If you eat when your health is full, the excess goes into the team food pile. Each unit costs a certain amount of food to spawn, so if your stockpile gets too low to spawn additional units and all the current units die, your team loses. Last edited by splok; 06-15-2008 at 07:19 PM.. |
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| | #25 (permalink) |
| Registered User Join Date: Apr 2002 Location: Oslo
Posts: 527
+2 Internets | Hehe, well, we did a lot of playtesting throughout the term. The final was pretty much a presentation and demoing of the game, but since we had milestone presentations every week or two, it was pretty much a formality by that point. We had a lot of fun playing it, but it's not so great for getting other people to play since it has a bit of a learning curve and because you really need quite a few people to make it fun. The map is pretty big, so it feels empty if there are only a handful of people playing. Once there's 10+ people playing, it gets pretty sweet. |
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| | #26 (permalink) |
| Holy fuck 6 years already? Where does the suck go? Join Date: May 2003 Location: Las Vegas, NV
Posts: 2,151
| Man, they said "The Land Before Time" just wouldn't work as a FPS, especially using the Mario Paint engine, but you just weren't taking no for an answer. Way to stick it out! |
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