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Messages - Mac Orion

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46
General / Re: Oculus looks awesome (no spoilers)
« on: January 24, 2016, 09:01:47 pm »

If there is one thing that indeed needs to be fixed though (unless it was done on purpose, or has already been fixed since), it's the hole that leads to the prison below the United Stations embassy in the Free Maura quest. The hole that leads to the ventilation system is actually still drawn with the old cave tileset from the early alpha.

i'll look into it


The CC update was really tight for me, and in the graphics overhaul phase didnt have any time for it, foundry got good enough (not much left there, maybe more effects), the institute, DC and obviously Occulus are the better parts, as i had much more time to work on those, where in the CC update i did 3 different Sci-fi sets, 1 sewer, 1 universal for the whole city, 30+ cc maps, 20+ passage and lower underrail maps and the usual workload (items, effects etc) in basically 2-3 months, so I myself am not really happy with Core city, but anytime i will have some time i will improve old areas (Core city got in the release update one unique new map that wasnt even considered to be addeded, but i had some time and made unique buildings)

 As i said already, time is the only resource for me when it comes to the game look, sure there are technical challenges but i love to overcome those.

47
General / Re: Underrail 3d map
« on: January 19, 2016, 08:25:26 am »
Well its just a vague map, i made this asset in a hour or so as its just a flavor thing. Your map is awesome, really nice idea, maybe put a black skydome and the moving around is a bit wanky, but thats maybe because of my browser.

48
Bugs / Re: [1.0.0.7] Free Drones quest won't initiate
« on: January 14, 2016, 01:57:07 pm »
Dammit, how you guys see brian there 0_0

49
General / Re: Influences and inspiration other than CRPGs.
« on: January 03, 2016, 04:49:34 pm »
Ofc, who else :P

50
Suggestions / Re: Unrealistic stealth
« on: January 03, 2016, 04:29:28 pm »
As for now, no, sure it breaks immersion, but we will take such stuff into consideration in the future

51
General / Re: Influences and inspiration other than CRPGs.
« on: January 03, 2016, 04:25:50 pm »
Real life ruins, I paint Graffiti, so i check often old industry areas to paint. For Sci-Fi areas I like to combine some 80ties looks (Alien, older Star Wars) and some newer Cyber Punk and Modern Futuristic looks. Scan the internet for interesting pictures, put everything together and well it starts to look like Underrail looks.

52
General / Re: Design Query
« on: January 03, 2016, 04:18:17 pm »
Because of technical limitations, every weapon needs a sprite sheet for every char in the game, redoing animations and going back to older chars takes a lot of development time that we didn't have.

53
General / Re: was there also a graphics update on 1.0.0.6?
« on: January 03, 2016, 04:15:21 pm »
Yep i replaced it, had some free time while the other guys where squashing out those bugs. Expect small graphic updates here and there, depends mostly on my mood that day :P

54
General / Re: Lost in the Deep Caverns, where to go? (Spoilers)
« on: December 25, 2015, 12:15:57 pm »
I don't know if the game is bugged or something but after killing the pulsating roots, I try to navigate along that top area and there's this map where when I try to zone in it doesn't change maps and just puts me back on the zone in spot. The map has some square rock hole looking thing, not sure how better to describe it.

I'm presuming that's where I need to go as it has bats flying towards when I approach and I can't seem to see anywhere else to go so I'm basically stuck =/
Am I meant to go into where Six tells me Tchort is maybe?

Please provide some screenshots, i dont get what you mean exactly.

55
General / Re: What's the level cap for 1.0
« on: December 22, 2015, 12:18:31 pm »
yep 25

56
General / Re: 2 years of waiting, my hopes are still here
« on: December 22, 2015, 12:17:57 pm »
I understand you guys, but we need to develop the tools, some stuff is in code, some in our dialogue files, there needs to be a system for all this. I my self speak more than 2 languages and would like to see another language, but as i said, time management is the issue.

57
General / Re: 2 years of waiting, my hopes are still here
« on: December 20, 2015, 10:11:15 pm »
First we need to provide the tools, also we would rather make an official translation. Also its not that easy, we have tons of text and it must make sense from a cost perspective. Its not like we don't care, it's about time/money management.

58
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 11, 2015, 12:25:42 pm »
Nice addition of the blood pools seeping out under killed human(oid) NPCs. Bit of a shame you didn't get around to touch up smaller inconsistencies like the flame effects, but I guess that would've taken up too much time. Either way, can't wait to dive right in by next Friday 8) .


Yeah, didn't have time for the fire, maybe some time later, I'll see.

59
Suggestions / Re: Currency and Plot item weight
« on: December 07, 2015, 01:01:53 pm »
@TΛPETRVE yes, only small items like keys,cards etc don't have weight.

60
Suggestions / Re: Currency and Plot item weight
« on: December 07, 2015, 10:47:18 am »
on currency definitely not, sure it makes sense but will just provide frustration, for plot items it would make sense, but only for really heavy stuff.

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