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Darkin Man

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Everything posted by Darkin Man

  1. Actually, I don't really know how the game will handle the multiplayer stuff at Day-1. Creating all the tools for anyone to setup and run a server will definitely increase the development duration, so I don't really know if it will be included in the V1.0 of the game (for sure it will be in the future). And for the "force map" tokens, it is a simple idea, and be sure that it will be tweaked to provide the best possible experience to the players, but to give some additional satisfaction for the players who are spending some money in the game (it will be needed if you hope some updates & DLC). But in the way I imagined it, it's more like "After you played and completed 5 games, you can spend some bucks to choose the next map, as long as nobody else in the game did it before, and after that, you'll have to play another 5 maps to choose it again", so in this way you'll have to be at least 5 "friends" to choose every maps of a cycle, but I can still add a sort of cooldown, let's say of 2 hours. As I said, it's nothing more than an idea, and it will probably be a question that will be included in a future poll I'll post on the Discord server, because this kind of decision can have a too big impact on the player's experience to decide alone how it should be integrated and tweaked.
  2. In a perfect world, I'd like to make it runnable on a 4-5 years old PC (with lowest settings), but because I ain't even implemented 25% of the entire game's logic in the running process, and because I only tested it on Valhalla (which is a really small map), I can't realistically estimate the performances on any hardware. Consider that without any optimization, at this moment of the development phase, I can run the game at ~100FPS on a Ryzen 2700X & GeForce RTX 2080 & 32Go RAM (keep in mind that I'm doing it on the new Unreal Engine 5 pre-release version, where there is a huge performance decrease due to the new technologies this version introduced, so even the newer versions will increase my current performances). Much thanks, be sure that I'll do my best In the video description you can find a link to the Discord server dedicated to this project, so if you want to stay updated, you definitely should check it out.
  3. Hello everyone! Today, I would like to share you the first preview of Enemy Territory - Remaster Prototype. As I say in the video, almost everything you will see is far from being representative of the visual quality you can expect for the final release. So far, everything as been made to test the game functioning in "real conditions", on a real playable map, and not for being visually impressive (not yet). I wanted to do this preview more as a teaser than as a real gameplay presentation. I'm not taking this project as a joke, I'm spending a lot of time and efforts in it, and I'm really motivated to break the "ET2 curse" by releasing a real playable game, with my vision of what should be a good "ET2", and I hope it will be appreciated by as many ETPlayers as possible. That's it for today, here is the Youtube link, so remember to check the video description, and feel free to share me your opinion about it. (In advance, I'm sorry for the poor video quality, I'm definitely not a good Youtuber) https://www.youtube.com/watch?v=v8gzg5YKOqA
  4. Hey guys, I'd to ask you the questions I had about the micro-transaction's integration in my project, because I want to make this game a F2P. I'd need to get a general opinion about what the players finds "acceptable" as buyable features. Here is the list of the few ideas I had for now, but because I can integrate some of these features right now, I'd like to know which one I should work on (the sooner I work on it, the easier it's gonna be) : - Weapon skins, only visible in Trickjump and Panzerwar modes, ETPro have to remain competitive by keeping everything the same for all the players, even if weapon skins might not do a huge difference in the gameplay's readability (personal opinion, might change in the future) - Enhanced Player Stats Tracker (the basic one being free for anyone), with some additional features as a reset button, some more specific stats,... etc - Gamma Jump's skip tokens (when used, skip the current gamma you're in front of and teleport to the next one), 1 time usage, sold per packs of 10 / 25 / 50 / 100 (Trickjump mode specific feature) - Forced next map tokens (when used, set the next map to be played on the current server to the map the user will choose), 1 time usage, after using, the user will have to complete 5 matches to be able to use a new token, sold per packs of 3 / 5 / 10). Thanks in advance for the replies you'll provide me, Have a nice day, Darkin Man PS : I'm working on a Discord server to allow anyone to follow the development progress as close as possible, with some exclusive infos and preview, I'll share you the link when it'll be ready.
  5. Thanks guys ^^
  6. Best music I eared in my entire life, definitely
  7. Just to give you an idea, for my side of the job, it would consist to add a button to switch between legacy and reworked mode on every 1084 audio files you can listen in the game, wherever they're used, from the footsteps to the voice announcer, passing by maps's sound like doors opening, command post's radio, construction sound, ect, and without taking in count the maps that are using custom audio files, like for "Special_Delivery" (when the loading doors are opening, when the elevator open). Actually, developing a game isn't that hard (even easier if you can use game-ready assets, like map geometry for my case), but it takes very long time to make everything working properly, when you have the chance to make things works exactly as intended, which is a pretty rare situation 😂
  8. Mr_Men_Gamma_Jumps Map is available to preview on my Artstation account : https://www.artstation.com/artwork/WKqdRy
  9. @Dink the Clown Actually I planned to be exclusively using the original sounds, because for me, that's an entire part of the game's charm, but if I can, I'm absolutely able to put an option to switch between legacy and reworked sounds, for weapons, steps, even voices, but to be honest, that's gonna be pretty long to implement it, and it would also require a professional sound designer, who's gonna ask me some money, which will be tough in my situation, so I don't think that I'm gonna focus on that part for now.
  10. Thanks guys, a trickjump map will be ready anytime soon, so check my Artstation account to see the results when it will get published.
  11. Thanks to all of you for your messages. @Cross Marian I know that's bright, but actually that's not really the grass texture on the ground the guilty. That's due to the ambient lighting of the map, but because it has to be as competitive as the original map is, I can't decrease the light intensity, or there will be too much contrast between bright and dark spots. I'm gonna try to do something, but there's high chances that it will stay in this state.
  12. Hey guys, I'm Darkin Man, from my real name, Paul Dupré, a regular player on the Silent's ET server. I don't actually have a real job, but because I got some money to keep living decently without having to, I'm dedicating my time to a special project I'd like to share you. For people who ignores it, I'm currently working on an Enemy Territory remaster project, and I'd like to share you some preview screenshots of the general graphic quality you can expect from it. If you got any suggestions, or even some constructive criticisms to make, don't hesitate to tell it to me. Even if I'm trying my best to respect the original game's atmosphere, I can still miss some details, or also imagine things that ETPlayers just don't like. I really want some feedback to be sure that I'm going in the right way, especially for the artistic direction, so once again, feel free to give me your opinions. Thanks for your attention, and stay tuned if you want to follow the project's progression over the time. https://www.artstation.com/artwork/w6oAO6
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