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niv3k

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  1. looks good. love the lighting of the spell.
  2. niv3k

    A Red-Letter Day

    there is no difference between Windows 8 and Windows 7 except for the fancy start menu....
  3. cool. don't make a bf3 lens flare...or at least don't have it take up half the screen like they made theirs to. makes games annoying to play.
  4. i don't know why i read all of this but with my own testing with Leadwerks on an i5 processor (not sure what model) but it ran horribly, around 20fps. intel = joke when it comes to graphics...if you plan doing any game development on a CPU, i'd go the APU route and buy one of AMD's apu's that actually have graphic chips within them. Been hearing good reviews about them. I'll test it out one day whenever the money comes flowing in from winning the lottery(dream).
  5. Assassin's Creed aims more at climbing than actual parkour/wall running. Brink was trying to implement this into the game, but did a terrible job. in Mirror's Edge's tutorial it expresses running against a wooden wall by using W to run, then SPACE to jump against the wall, then SPACE to jump off if you wanted. This is simple. as for this is really all I wanna achieve. nothing crazy extreme. For my goal is to give the user a friendly environment with easy controls.
  6. i was just giving an example.
  7. number of seconds. kinda reminds me of skyrim's SHOUT key. click it, does a weak shout, hold it for 3 seconds, a slightly stronger shout, and then hold it down for a 6 seconds and boom, big shout. that's what i'm picturing here. your complexity seems irrelevant.
  8. what you dont see is that is just one level. Succession = series. Which in my case, series of the same level with different AI. simple to realistic. that's where most of my time is gonna be spent programming. not a bunch of levels consisting of puzzles and etc. that's why i stated up top like portal but a lot more simpler. and also my "wall running" isn't gonna be as sophisticated as Mirror's Edge. I don't wanna be that complicated. for the future of my games are meant to be simple, fluent, and so that the user can enjoy without figuring out 20 million different key configurations to do things that can be done easier, by one key or two.
  9. exactly. thats why i'm taking 2 years hopefully to develop such complex mechanics. and you may ask why 2 years...well i got school full time and then will have to get a job eventually. so i wont be working on this 24/7 as i wished.
  10. yeah well its not exactly like portal haha but the map kinda reminds me of it with one objective...get to the door. you'll see when i got something to show. this is a foundation to what i'm aiming for in my future of games.
  11. What I meant by the 2nd sentence was using cover, wall running, or sneaking up walls and over obstacles to kill an AI to move on to the next level. Aiming for something mixed between Mirrors Edge, Splinter Cell, and Future Soldier, but with a more smooth & fluent interaction.
  12. Going to start programming a game that's kinda like portal but a lot more simple. Aiming toward a fluent character interaction within a environment to perform limitless outcomes to situations. here's my first logo concept.
  13. I wasn't talking about the horizon.
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