Destiny wrote:When I died, I couldn't do anything.
My first bug fix! The game seems to take the pause settings from the opening scene, and project them onto the other. In the editor program, at least, the game level had a pause, and the mouse would release. Since I've no idea where that atrocious blue-green pause dialogue came from, I'm assuming it's some sort of vestigial exception to the independence I thought existed between levels, or "Scenes" in Unity3d jargon.
thedoctor45 wrote:Although it does lag quite a bit on my late 2008 MBP
Nope! It's because of the horrible inefficiencies I've got in the assets. It's a terrible challenge to retain detail from the million-polygon models, and I haven't optimized either the meshes or the textures. Each Skeleton is about 12,000 polygons, currently, as I couldn't get it to keep shapes like the elbow joint and optimize lower. This is why I made them so hard, because if I put more than 10, it was simply unplayable. I've got a few ideas about making the software do all the work of optimizing the textures and models. A positive side effect is that my models are very complex, geometrically, and look very nice at all of the detail levels. It runs very well at "Fastest" for me, and it doesn't look half bad. I've got to switch some texture colors so they look the same without their special effects, but with perhaps 2x Antialiasing, it'd be great. I'd never actually seen the game in the other detail levels, as I use "Simple" in the editor.
goran wrote:It is now you have the time, the desire and the will. I confess don't know you very well though.
I have desire and will, but I haven't the time. I can continue going as hard as I am, but I can't complete any of this alone. I understand my own lack of time, and that of other people too. I feel the way to overcome this would be to ask of people short-term, commitment free labors, upon which I'd embellish and modify for use in the game.
I herein proposition you. The lack of a 2d texture artist is half the reason why level meshes are so challenging. The current one is a 4096x texture, and I couldn't even texture the walls (though the floor is among the more intricate things I've done). A few 512x512 textures of different textures and patterns would go a long way. I've got a lot of things I have yet to figure out, and I think a running job board on the first post would bolster more participation. I could imagine most employed architects and engineers would have access to AutoCAD, and could create low-polygon meshes. I've used such a program in my Engineering Drawing class at school, but I lack a 64 bit processor to run the 2010 Mac version. It's an apt tool - the program the original Marathon maps were made in. I believe that Marathon can't have bridges or balconies because the engine is built around the CAD system that ran a limited, 3 axis CAM machine, and had less to do with technological impediments. (I make this observation only from the 1983 CAM Mill at my school, which has a similar limitation, not from any knowledge of 'thon)
I've enumerated my organization and long-term plan on the above mentioned website, but essentially, I've got three shells. I am the first, people who have time and talent who can work with me for longer than a month occupy the second, and everyone else is in the third. I know the second shell will be perpetually empty. It currently occupies Vinmaleth, RAITHE's left foot, and Fishman92's nose. My intention in revealing this to the community was to grow the size of the third shell, and possibly ooze people into the second, to bring this project to a size where progress is frequent enough to have a great end result.
For the plan, I do intend to do a very paraphrased PiD, and a compressed Marathon and Durandal. I know that the fewer levels I include, more succinct will each be: Tackling every level, event for event, would just suck, and I feel fewer levels can express more. Making it shorter than absolutely necessary would make the game a misnomer. Honestly, I don't even think Infinity is canon, but it did have it's moments, so I intend to intermix it with Durandal, and possibly elements of Marathon, further splitting the somewhat linear story. I'm not going to go all Finnegan's Wake
on you, but decisions should change things.
Below is a concept for a bridge in the M2 level, "Charon Doesn't Make Change". It's my favorite. We intended to use the Lh'owon desert as the demo, but couldn't texture map Vinmaleth's building, and at that time, I didn't even have an animation program. There's much more in the "Photos" section of the website
, and if anyone is interested, they should register there.