What are you working on?
Damn!... :?
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Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
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- Posts: 54
- Joined: Tue Dec 07, 2010 8:00 pm
I've been working with ZTurtleMan upon getting this new game going:
IOQuake3 engine... inspired by TMNT and Sonic Robo Blast 2.
We currently have a dedicated Dark Places server: DPMaster.SplinterTown.org
IOQuake3 engine... inspired by TMNT and Sonic Robo Blast 2.
We currently have a dedicated Dark Places server: DPMaster.SplinterTown.org
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- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Nearly done making graphic assets for my DSTrek project. (this is using a modified quake palette incidentally)
http://tlb.quakedev.com/PICS/misc/lower ... lesize.png
Note the LCARS-ish style. This is because TOS and TMP-eras rarely give enough computer interface screenshots to work off of.
This is a mockup of what the lower screen would look like, along with the completed sprites. (yes, I intend to make use of touch screen. Displayed on the SRS area are Enterprise, Klingon, Starbase, Klingon Base, Star, Destroyed Star, Black Hole, Nebula, Photon torpedo, Quantum torpedo, Plasma torpedo, and five different planets.)
Going to be working on the upper screen mockup next, the galaxy chart will normally be on the upper screen, when you have the warp / data dialogs up, the galaxy chart and SRS will swap positions for ease of selecting where you want to go. SRS movement is done by simply touching the stylus on where you want to go.
Also note BEAMS tab instead of Phasers. This is for later enhanced versions where you can use non-Starfleet ships. (Vor'cha attack cruiser anybody? )
http://tlb.quakedev.com/PICS/misc/lower ... lesize.png
Note the LCARS-ish style. This is because TOS and TMP-eras rarely give enough computer interface screenshots to work off of.
This is a mockup of what the lower screen would look like, along with the completed sprites. (yes, I intend to make use of touch screen. Displayed on the SRS area are Enterprise, Klingon, Starbase, Klingon Base, Star, Destroyed Star, Black Hole, Nebula, Photon torpedo, Quantum torpedo, Plasma torpedo, and five different planets.)
Going to be working on the upper screen mockup next, the galaxy chart will normally be on the upper screen, when you have the warp / data dialogs up, the galaxy chart and SRS will swap positions for ease of selecting where you want to go. SRS movement is done by simply touching the stylus on where you want to go.
Also note BEAMS tab instead of Phasers. This is for later enhanced versions where you can use non-Starfleet ships. (Vor'cha attack cruiser anybody? )
I feel bad for not doing any Quake stuff anymore, but I still feel like this is my home so I want to show off stuff I've been working on to you guys although it's not Quake related. Quake is still in my heart though, and we had another previous Quake mapper on this as well, so it kind of counts?
http://www.youtube.com/watch?v=4HCD97njZxw
It's weird in a way to post in this thread considering it's out, but I can't really talk about stuff like this until, well, it's out...
http://www.youtube.com/watch?v=4HCD97njZxw
It's weird in a way to post in this thread considering it's out, but I can't really talk about stuff like this until, well, it's out...
I was once a Quake modder
You made those maps?Urre wrote:I feel bad for not doing any Quake stuff anymore, but I still feel like this is my home so I want to show off stuff I've been working on to you guys although it's not Quake related. Quake is still in my heart though, and we had another previous Quake mapper on this as well, so it kind of counts?
http://www.youtube.com/watch?v=4HCD97njZxw
It's weird in a way to post in this thread considering it's out, but I can't really talk about stuff like this until, well, it's out...
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No we didn't get paid, I'm attending a game-dev school and managed to get a spot on the team making this together with another classmate, meanwhile the rest of the class did level design theory, so yay!
Downsider: I was one of the level designers (did some scripting too), we were 5 level designers, 7 in total with the programmer and modeler. Considering the old-school style approach we had at making it I guess I should call it mapping rather than level design
Downsider: I was one of the level designers (did some scripting too), we were 5 level designers, 7 in total with the programmer and modeler. Considering the old-school style approach we had at making it I guess I should call it mapping rather than level design
I was once a Quake modder
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Very cool. I like the way Portal looks on Unreal. Good job, mate, I might actually pick up The Ball just to see what Portal looks like on UE3 now. Consider yourself a useful asset to their marketing department.Urre wrote:No we didn't get paid, I'm attending a game-dev school and managed to get a spot on the team making this together with another classmate, meanwhile the rest of the class did level design theory, so yay!
Downsider: I was one of the level designers (did some scripting too), we were 5 level designers, 7 in total with the programmer and modeler. Considering the old-school style approach we had at making it I guess I should call it mapping rather than level design