![]() It seems silly now, but at the time we were very concerned that people wouldn’t be able to deal with free look mouse control, and we had lots of options to restrict pitch changes and auto-center when you started moving. Of course, as soon as he had to turn, the feet started to slide around because we didn’t have pivot points and individual joint modifications back then, but it was still pretty magical. This looked like nothing I had ever seen before it really did seem like I had a window into another world. My defining memory of the game was fairly early in development, when I no-clipped up into a ceiling corner and looked down as a Shambler walked through the world with its feet firmly planted on the ground. No matter how hard I worked, things just weren’t getting done when we wanted them to. It was the first project where I really had to grapple with my personal limitations I had bitten off a little more than I could chew with all the big steps at once – full 3D world, 3D characters, light maps, PVS calculations, game scripting, client / server networking, etc. I have a bit more subdued memory of Quake than many of our other projects, because the development was so tough. “I could write an awful lot about Quake, but since we are in the final crunch for Rage right now, I’ll have to settle for just a few random thoughts. You can also head over to the source link to check out a vintage interview with him at the inaugural QuakeWorld in 1996. Of course it became a hit.īethesda Softworks, fellow subsidiary to id owner ZeniMax Media, celebrates the anniversary today with blog post, featuring a message from John Carmack. It was a rhythmic sort of chaos, just as hilarious as it was energizing to watch unfold. Exaggerated physics and a varied selection of weapons filled out self-contained arenas of death, where explosions tossed all around and gun-toting soldiers bunny-hopped everywhere, firing away the whole time. Here was an opportunity to play out the fantasy of being a Wild West gunslinger and put your fastest draw against another living human. The collective gaming hivemind, still small and scattered at the time, reacted immediately. I never have much luck with bone envelopes, I'm definitely not a pro.Skyrim celebrates its 10th anniversary with yet another re-release As for the pose, I want to get the model totally finished and polished in this T-pose first before building an armature, because I like to use vertex groups on low-ish poly models. You're legend: also good advice, you're also kind of saying what Spike said. Looking back at it.maybe too girlish of a figure. I will probably make two versions, one as a drop-in replacement and one intended for my gdiddy: thank you Spike: haha. I do have quite a few polys/verts left to use, at least as far as MDL limits are concerned (I think I'm only halfway to the max). ![]() Dressing up the topology Tea Monster: thank you as well. gypsy: excellent tips and pictures, thanks buddy. I want players to feel totally owned if they get killed. Maybe another one where he picks him up and bites off his head. If the player's health is below 10 or so and he gets close enough, it will initiate an animation of the shambler picking up the player and smacking him on the ground until body parts start flying off. Also will add some checks to see if the player is out of range once he starts swinging, and will revert to a quick lightning attack, which means no more shambler dancing. Quicker attacks, more health, runs faster, and smash attacks instantly kill. He will basically be a low-level boss fight and will completely destroy. Thanks for the feedback guys, much gnounc: for sure man, I'll be posting lots of Pringles Man: thanks! yeah, I can't wait to code this bad boy.
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