Dark Mod Preview: Ingame Video
#1
Posted 22 October 2007 - 10:30 AM
It has been awhile since we have indulged in a video, so we felt that now would be a good time.
Before you watch, there are a few things you need to take into consideration.
1. This was an internal video made by Dram, but we decided to package it up and release it publicly.
2. Everything you see is a Work In Progress. Nothing has been completely tweaked or finalized.
3. You will notice plenty of glitches. (particle effect issues, some footstep sound problems) We’re aware of them.
4. The AI are nowhere near finished.
That being said, we wanted to show you how far we’ve come. It has been a very long journey thus far, and we still have a long way to go if we are to make our 1.0 release date of December 2008.
Could we use help? Yes. Do we hope this video will inspire those of you with the required skills to help. Yes, we hope it does.
Ideally, we could use help from some experienced programmers in getting the AI up to speed sooner than later. We certainly have people with the necessary skills to complete the task, but if we can get it done sooner, then we will have much more time for tweaking.
So, I'll shut up now. Here is a lower res version of the video. If anyone can host a higher res version, please le t me know. The high res version is around 50 megs.
http://video.google....4...90&hl=en- CA
Higher Res version.
http://bloodgate.com/mirrors/tdm/
http://www.shadowdar..._BLACKHEART.zip
http://www.thirdfilm..._BLACKHEART.avi
#2
Posted 22 October 2007 - 11:03 AM
I really wish I could help in some way (truly, to be involved in such a project would be a privilege), but programming a game is a whole different animal to me, and I'd probably be more of a bother to the other programmers than anything else.
#5
Posted 22 October 2007 - 12:47 PM
I was reminded of the Bonehoard during the first couple of minutes, infused with an atmospheric sense similar to the ‘Air Filled Tunnels’ in Call of Cthulhu. I hope that map makes its way into the 1.0 release package.
The music and ambient SFX are top notch. Props to your sound guy for the excellent work :)
Is it possible at the 1:58 mark to add an animation + environment manipulation to allow the player to brush aside the overgrowth that’s in their way w/ the sword?
#6
Posted 22 October 2007 - 12:57 PM
Quote
Yes. They're the placeholder vocal set for the programmers to work with.
Vadrosaul, on Oct 22 2007, 02:47 PM, said:
Likely possible in some form, but I don't know for certain.
We don't want to get into discussing technical issues in this thread though, just enjoy the video for what it is. :) If we don't address such visual suggestions, I'm sure someone will after the 1.0 release.
#9
Posted 22 October 2007 - 01:44 PM
#10
#12
Posted 22 October 2007 - 05:19 PM
#13
Posted 22 October 2007 - 05:29 PM
http://www.shadowdar..._BLACKHEART.zip
I'll take a look at the large 300 meg version - if it's a marked improvement in clarity I may host it too.
EDIT - The huge version seems too dark, and I think it is clearer and sharper but the version above is pretty good already so I think I'll just stick with it.
#14
Posted 22 October 2007 - 09:08 PM
I seriously hope some of the team stay around after 1.0 release and put their energies towards a story campaign.
PS what was that croaking starting at 3:25?
This post has been edited by Vadrosaul: 22 October 2007 - 09:08 PM
#15
Posted 22 October 2007 - 10:33 PM
woah, on Oct 23 2007, 02:03 AM, said:
I'd encourage anyone who would like to help but thinks they're not good enough to apply anyway. There are sometimes little niggly tasks that need to be done and take a bit of time but aren't hugely difficult. It's a waste to assign the most skilled team members to such tasks, so it's useful to have other people available for those tasks.
If someone isn't good enough then they'll most likely get weeded out by the application process, so don't worry that you'll get in the way. Basically, the more hands on deck the better. :)
#16
Posted 22 October 2007 - 10:58 PM
I can still make models, though. This should be good motivation to finish off my lute and learn the ropes modeling. Maybe I can even learn how to animate them ... Lightwave can do that, can't it?
This post has been edited by demagogue: 22 October 2007 - 10:59 PM
I can't tell you, but I know that it's mine.
- J. Lennon
#17
Posted 22 October 2007 - 11:00 PM
demagogue, on Oct 23 2007, 12:58 AM, said:
I can still make models, though. This should be good motivation to finish off my lute and learn the ropes modeling. Maybe I can even learn how to animate them ... Lightwave can do that, can't it?
What kind of system are you running? Doom 3 scales fairly well.
#18
Posted 23 October 2007 - 01:39 AM
I don't know that it can't run. I just found this quote (link) ...
Quote
... and it made me worried.
I can't tell you, but I know that it's mine.
- J. Lennon
#21
Posted 23 October 2007 - 06:30 AM
The guards look a bit odd when they try to turn their heads and walk at the same time. They sort of stick their arms up as if they're doing some sort of dance. The monkey, maybe.
#23
Posted 23 October 2007 - 09:29 AM
demagogue, on Oct 23 2007, 03:46 AM, said:
I originally played doom 3 on an AMD 2000xp(1.6ghz), 512mb ram, and a crappy geforce FX 5200. Ran fairly well on medium to low settings. TDM will run a bit slower since we've got more AI operations happening, but it should still be playable.
#25
Posted 23 October 2007 - 03:11 PM
Here are a couple links for comparison:
http://www.pantherpr...on%207500.shtml
http://www.hardcorew...eview-106-2.htm
I seriously doubt Doom 3 will run on that, or if it does it probably will be the slideshow he quoted.

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