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Doozy

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Everything posted by Doozy

  1. Really nice game, it kinda reminds me of this zombie flash game "Dead Frontier." It's kind of an mmo/action oriented zombie flash game. You should check it out for ideas.
  2. I would say a bigger focus on consoles rather than mac would make a lot more sense right now. Also, aren't most Macs underpowered? Only the really high-end macs are capable of LE quality graphics. The apple market is small enough, do we really want to target an even smaller subgroup of mac users who have capable machines? It just doesn't make business sense. Also, Valve can afford to take on Macs because they're already in the console market. It's not like apple users present a huge untaped market for Valve, Valve is just looking to maximize sales any way they can -- even if it means spending a little more time porting over software to get additional sales.
  3. Doozy

    Fresh Blood

    Great to have you here, Dave! I am definately looking forward to your blogs and progress. Hopefully you can share some tips/insight as to how you are going to make your awesome scenes in the near future.
  4. Thanks for the tips guys, but I mistakenly named it ammotin.mat (with .mat already as the file type). So it was basically being read as ammotin.mat.mat
  5. Hey everybody, When I load my model into the model viewer, apparently it cannot find my .mat file. Any suggestions on how to fix this? http://img294.imageshack.us/img294/1504/ammotin.jpg
  6. Sounds to me like you really need a friend.
  7. I think you guys are missing the point of this project. It's not to make a AAA FPS, but to serve as an example to the licensees of the capabilities of Leadwerks and hopefully kick-start some projects. In my eyes, this project should be simple but still have enough functionality for others to use as a base. For example, we don't need 30 different types of characters, abilities, weapons, vehicles, or maps. Just 1 of each of these will do fine. The simpler this project is, the sooner it can be put to use. The sooner it can be put to use = many more Leadwerks projects further in development (which will ultimately prove as a testament of how easy Leadwerks is to develop for = more $$$ for Josh). The release of fully working source-code to help kick-start other projects is a tried and true method in the game industry. For example, the number 1 most modded engine: Source, has some 5,000 mods in development with 100 already released. I believe this is for two reasons, the strong community of source developers and the total release of the source code for both HL2 SP and HL2:DM. In short, this project best serves as an example for Leadwerks licensees -- not as the next big MP game. Hell, this project doesn't even need to be fun or balanced. As long as it has a solid multi-player FPS infrastructure, than that's good enough. Now I'm not a 2.3 licensee yet, but when I saw this thread, it turned me from a skeptic to a Leadwerks enthusiast. However, seeing the recent replies to this thread today, I felt compelled to bring this to Josh's attention.
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