10 March 2010

Unity 3!!!

Awesome news from the Unity camp. Unity 3 is in the oven.
Check out the demo here and now check out the shop...that's right only 880 € ! Unity FTW!

Happy Muties

04 March 2010

Engine crisis? No not really...

I completely forgot to mention that we switched engines and dropped the whole Crysis mod thing.

You can read about it here. Just in case you don't know how to use Google here is a link to Unity3D home page. I'm sorry for cutting this short but there is just too much work and too little time.



See you guys soon.


Alex
Project Lead

28 February 2010

Got Textures?

We do now! :)

Okey not ALL the textures are there, but it's a start. Ain decided it was time to bring life and color into our vault. Personally I'm stunned. This is considering that the guy's got the flu, fell in love with a girl of his dreams, and to top it all off his neighbor's bloody dog hasn't stopped barking since last Thursday.

I'm stunned that he hasn't killed anyone yet :) .

To be honest these past few weeks were a bit weird but we did manage to make some decent progress on the game. So, we finally got animations and skinned models in. Here are a few shots for your viewing pleasure:


Models got a long way to go but are still fun to watch. Especially the chatty couple.


We also got a working weapon prototype that shoots projectiles at incredible speeds and ejects brass casings in a realistic, physically aesthetic and randomized fashion. I feel it is also important to mention that said casings bounce of the floor panels and whatnot. Physics is fun!



*** IMPORTANT : Featured Vault Suit texture is WIP!!! ***
(this was the best I could come up with at this point, a last ditch effort to save face :) )


We also got a whole bunch of sound libraries from the good folks over at www.shockwave-sound.com. Awesome stuff they got there. For now we loaded up on computer and machinery sounds, gunfire and foley, and various household sounds like fans, steam, shit falling down etc. etc. etc.

But wait there is more! We also got ourselves awesome mocaps (motion capture data files...I think that's what they call them :)) from these guys over here http://www.axyz-design.com. Again great stuff and not that expensive. So, our would be Vault Dwellers now feel very animated. Well everyone except for that bored looking dude sitting at the table.

To sum up: game development is fun!


Well that's all for today. I'll try to post some more stuff soon guys, hopefully somewhere around 15th March or something.

 We will see you all again in a few weeks.
The Muties

05 February 2010

...and then there was Boom!

Hey Guys,

I had so much fun bouncing poor Chester around the test level today that I decided to share it with you all. It ain't much but still kinda cool.

I finally finished my first rigged biped. It took me all day but it was worth it :)
I also hooked up a physics Explosion Force procedure to generate...well...explosions when you click on any part on a floor tile. A bit of a time waster but still learned a few interesting quirks. Anyway here are the pics:




This is all part of a bigger module really. We are currently writing scripts to handle projectile hits for various physicalized objects.
I hope that by Monday we will have a working version of a projectile emitter together with a rigid version of the dummy that will get ragdollized when a projectile hits it.

I know it's all a bit sudden, but as soon as I get a bit of free time on my hands I promise to explain everything.

Stay tunned for more.
Mutant in Chief



PS: Just in case you are wondering who the hell Chester is, it's the blue ragdoll dummy assuming various kamasutra posses in the pics.

Oh, and the other dummy is Rigid Bridget the Frigid, Chester's girlfriend, she is a bit shy so no posing from her today.

09 January 2010

We are still here...

Hey Guys,

I know it's been a while, but we have a good reason for our prolonged silence. What's the reason? 
Can't say it's a secret!

For now we are only going to post some teasers and updates to this blog, Crymod and NMA are out of the update loop for now. There's a reason for that too.

Stay tuned, awesome stuff is on the way!!!


The Mutants

08 October 2009

Post Apocalyptic Eye-Candy

We have prepared a little surprise, for those of you who actually do come to our radiated corner of the world.
Go check out the link from the previous post. Just make sure you follow what the instructions say.

Enjoy.


Alex 
Project Lead


02 October 2009

HUD Updates

Since the HUD is still a bit of a work in progress, over the next couple of weeks I'll be updating the .swf file which you can get here.

That's all for now.

Alex
Project Lead

01 October 2009

Our mod got a HUD!

As promised in our latest CryMod update, we have released a working version of the HUD's main panel. You can have a look at it here. Most of the buttons and animations are finished but there is stuff that still needs doing.

We though it would be a good idea to go over some of changes that were made to the main panel of the HUD in greater detail. So, today I'll do just that.

So, this is what the HUD looked like in the original game:













And this is what it looks like now:













As you can see we moved the Inventory and Menu buttons over to the right side to free up some real estate for the Food and Water gauges. The main reason behind that decision was balance. We had a few other ideas about where to place the gauges but none of them really worked visually. This design was the only one that stuck, I think we managed to stay true to the overall look and feel of the original HUD and kept the visual balance between the two sides of the panel.

The interface buttons that open various panes stayed pretty much the same with the exception of the CHA button (it used to open the Character Management screen) that got a face lift so to speak.

Now the Use Item button that used to take almost a third of the HUD's width got slashed in two to allow us to show dual wield items in a more user friendly way. Although dual wield wasn't implemented in the original game we thought it was something we just had to do in this mod. It's one of a few combat and inventory innovations that we plan to introduce in this mod. But I'll talk about that in greater detail some other time.

There rest of HUD's features stayed pretty much in tact. There are other changes that we plan to make to the this panel but they are not concrete yet so there is no point in discussing them.

There is one more thing that deserves attention. I'm sure you already noticed that the new version of the panel is floating, unlike the one from the original game, which was always docked to.the bottom of the screen.
We went for this design mainly because we wanted the HUD to look consistent over a wide variety of resolutions and that also saved us the trouble of dealing with varying aspect ratios. It doesn't look great at the moment but we got a few ideas on how to make this design work all the way.

That's pretty much all I wanted to say about our latest creation. Next time I'll go over some game play changes and innovations that we are planing to introduce in this mod.

I hope you guys liked our update, we will sure try keep the good stuff coming.
That's all for today folks.

Alex
Project Lead

16 September 2009

Erm...forgot some stuff

I was in a rush so forgot some stuff. Here is a couple of pics Ain had made last week.







Love the presentation shot :)

See you soon.


Alex
Project Lead

15 September 2009

Mid September Update on CryMod

It's that time of the month again ladies and gents. We've bumped up our mod progress to 10%, celebrated the return of our long lost co-founder :) and of course posted some news on CryMod.

Read all about it here.