Archiv verlassen und diese Seite im Standarddesign anzeigen : Miscreated - Survival RPG
DrunkenMonkey
02.02.2013, 05:15
Mich wundert, dass dieses vielversprechende Projekt hier noch gar keinen eigenen Thread hat. Ich erstelle einfach mal einen.
The game formerly known as Canyonlands.
http://miscreatedgame.com/images/MiscreatedLogoCryDev.jpg
Miscreated is a brutal, post-apocalyptic, survival-based MMORPG unlike anything you've played before.
Overview
The year is 2089. The Earth is in ruins from two major nuclear wars. Civilization has collapsed and the majority of mankind has been wiped out. Each day is a struggle to find food and water to live, weapons for defense, and gear to withstand the harsh unforgiving wasteland that was once earth. The city centers and areas once called home and work are now populated by grotesque mutated humans, minds rotten from radiation and sickness. Bandits fight for control of what’s left, executing everyone they come across or using them for slave labor and food. This is the world as it exists today, there is no law. Kill or be killed. Survive or Die.
Introductory Story
Nobody knows what started the Final War — it was over too fast, fought with the last of the belligerent nations’ nuclear stockpiles, and the ones who pulled the triggers didn’t survive. It was the Final War because after that there was really nobody left who wanted to fight; we were all too busy surviving. Half a century of wars using nukes, bioweapons, nanoweapons, and even kinetic-kill weapons, gave us the Empty World: population 100 million and falling fast.
Who’s to blame? Depends on who you are, but you could just as easily blame the weapons industry; by the end, virtually every arms dealer in the world was owned by Amalgamated Corporation; while everyone was fighting they’d been buying up what Karl Marx used to call “the means of production,” and in the end missiles on both sides proudly wore the AC label.
Hell, in the end AC made just about everything, AC Sportsdrinks, AC Icecream, AC Battlegear, even AC Happytabs. I miss those. AC even gave us our wonderful mutant problem; the “vaccine” they developed when radiation sickness became as common as seasonal pneumonia from all those dirty battlefields — all the weapons-grade isotopes getting into the water table, or the fish, or the air — reacted with some of the leftover bioweapons and made lots of people go as squirrely as tab-pumped cannibals. You can ignore a neighbor developing neo-elephantitis or novuleprosy, but when he tries to eat you, you’ve got to take an interest.
So that’s it, we’re done, civilization is taking a breather. In 2089, anyone left alive and unmutated is just focused on staying that way. There are stories of enclaves here and there, where they’re lucky enough to have plenty of food stockpiled and mutants are thin on the ground or there’s lots of ammunition to throw at them. My advice is find one. Or make one. The Earth abides, all this too shall pass away, and if Darwin blesses you then you or your kids will inherit what’s left. For now, it’s one day at a time
Contact Information and Media Outlets
Official Website: http://miscreatedgame.com
Email: tevans@entradainteractive.com
Facebook Page: http://facebook.com/miscreatedgame
YouTube Channel: http://www.youtube.com/user/EntradaInteractive
CryDev Project Page: http://bit.ly/QxreJl
CryDev Discussion Thread: http://www.crydev.net/viewtopic.php?f=353&t=100397
ModDB/IndieDB Page: http://moddb.com/games/miscreated
Twitter: http://twitter.com/miscreatedgame
Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=122682101
To see the latest updates on the game, please visit our official website as it will always have the most up-to-date information on it.
Below are a few video blogs of some of the core features that will be included in the game. To see all of the videos and released images from the game, please look at the official website.
Development Videos
CryEngine 3 Flashbang and Smoke Grenades
vMSyom4H4t4
CryEngine 3 Tent that flaps in the wind
r5r__1PP6S4
CryEngine 3 Flashlight (holdable weapon - SCAR is a placeholder)
_uRRKdgrIt0
CryEngine 3 Flashlight (holdable weapon - SCAR is a placeholder)
_uRRKdgrIt0
CryEngine 3 Persistent Vehicle Management System
fM1HSW7-zhM
CryEngine 3 New Player Stats - Food, Water, Temperature and Radiation Levels
wp0fLlhGjns
CryEngine 3 Crash Site Spawn System
88j6fmVgWxo
CryEngine 3 Persistent Player Storage
2htxa0LZEnw
CryEngine 3 RPG Style Inventory System
fe3PHxByJig
CryEngine 3 Loot Spawn System
EVdLt6XSwhc
Other Media
http://www.crydev.net/download/file.php?id=95791
http://www.crydev.net/download/file.php?id=95798http://www.crydev.net/download/file.php?id=95792
http://www.crydev.net/download/file.php?id=95390
http://miscreatedgame.com/wp-content/gallery/development/conexboxesinengine.pnghttp://www.crydev.net/download/file.php?id=95803
Main Features Currently Implemented:
Random World Encounters - Encounter mutants or bandits at any time.
Weapon Customization - Players can alter their weapons using attachments.
Dynamic Weather System - Constantly changing weather patterns.
RPG Style Inventory System - Store items in your backpack, tents, and vehicles.
Persistent Characters - When a character logs out, he keeps all items on him.
Dynamic Item Spawns - Items can spawn anywhere - cars, cupboards, shelves and ovens, for example.
Food, Water, and Radiation Stats - Players need to keep track of all their vital stats for optimal game play.
Real 24-hour Clock - Day/night cycles are based on a real 24-hour clock.
Future Planned Features:
Incapacitation System - Players can knock someone out and just rob them, or execute them.
Bounty System - Place a bounty on another players' head.
Underground Areas - Bases, caves, and caverns.
Crafting System - Players can modify and craft items.
Vehicle Customization - Modify vehicles with armor and weapons.
Item Degradation - Keep all items repaired, or they could jam and break.
Base Building - Build bases to protect players.
Official Website (http://miscreatedgame.com/)
Offizieller CryDev Thread (http://www.crydev.net/viewtopic.php?f=353&t=100397)
YouTube Channel (http://www.youtube.com/user/EntradaInteractive)
ModDB/IndieDB (http://crysis.4thdimension.info/forum/moddb.com/games/miscreated)
DrunkenMonkey
10.02.2013, 16:26
Es gab ein neues Update, allerdings ohne neue Media Inhalte. Hauptsaechlich wird gesagt, dass die Arbeit an der ersten Stadt auf die sie sich konzentrieren gut voran schreitet.
Desweiteren wurde das UI veraendert, es hatte bisher als placeholder einen stark an Arma angelehnten Look, es geht nun eigene Design wege.
Desweiteren ist nun eine weitere Waffe ingame, die Remington 870 shotgun ebenso das das Fernglas.
Ich finde die Idee von DayZ echt seehr interessant, aber leider nicht perfekt umgesetzt. Diese Mod hat meiner Meinung nach echtes Potenzial, es sieht aus als ob die Entwickler sich DayZ/WarZ genau angeschaut haben und versuchen, deren Schwaechen zu umgehen. Insbesondere die Umsetzung in der CryEngine 3 hat fuer mich einen dicken Pluspunkt!
Zudem kann sich die Feature Liste echt sehen lassen. Verbesserbare/selbst bau-bare Waffen, Vehikel, Wetter system, die Moeglichkeit Gebaeude zu verbarrikadieren/beschuetzen...
Im Forum wird dazu gerade diskuiert wie man besseres Teamplay einbauen kann. Z.b. indem man Teams/Clans gruenden kann und man dann in der Naehe von seinen Kameraden spawnt.
Ein random spawn system soll zudem vor spawnkills schuetzen und sie wollen alles etwas strecken. Anstatt dass es nur 2 grosse Staedte gibt, in denen es die besten Sachen gibt und in denen sich alles ueber den Haufen laeuft, streckt sich das ganze etwas, sodass nicht alles geballt auf einen Haufen passiert.
Dadurch dass es hier um Mutanten geht und keine Zombies, gibt es hier auch mehr Moeglichkeiten an verschiedenen Gegnertypen. Zu kleinen schnellen, dicken schweren und sonstigen Mutanten wird es auch Computer gesteuerte Banditen geben, die dem Spieler das Leben schwer machen wollen.
Was haltet ihr von der Idee, was habt ihr fuer Vorschlaege, bzw Kritiken an den bereits bekannten Spielen, die man hier besser machen koennte?
DrunkenMonkey
28.02.2013, 12:06
Neues Video
http://www.youtube.com/watch?v=_aTnQtjS20Q
(bin ich zu bloed das richtig einzubetten? :???:)
DrunkenMonkey
09.03.2013, 10:59
Neues Video, in dem das Inventory UI naeher beleuchtet wird sowie coop animationen, wie zusammen auf ein Dach zu klettern, auf das man alleine nicht kommen wuerde.
Seeehr geil die bisherige Entwicklung wie ich finde, sieht bis dato klasse aus.
http://www.youtube.com/watch?v=1PsN_-gljIw&feature=player_detailpage
DrunkenMonkey
14.04.2013, 14:06
Neues Update
Hello, everyone!
Since I was traveling last week and didn't post an update, I'll combine the last two weeks into this one.
A couple of new people have joined us lately, so you may see their names in red on the forums now. One on them will be working on textures in general for the game and the other is helping with the development of the flash UI for the game menus, so we're very excited to have both of them helping as we really needed someone in both of those areas.
As always, the game is still progressing along quite nicely overall. I wish we could just snap our fingers and have it all done, but the reality is that is just takes a lot of time to make a game like this, so we do appreciate everyone's patience as we're working on it.
I've been spending most of my time managing the project, but also working on the entire technical architecture of the game - clients, servers, master server, databases, web site, forums, and so on. There is still a lot of work to do in most of those areas, so at this point I'm just trying to get a good foundation in place that we can expand on later as the game grows. I always like to start out simple and then expand as needed, but the planned architecture will allow us to add all sorts of monitoring tools eventually (think anti-cheat and for overall performance monitoring) as well as being able to eventually provide features such as exposing stats to users concerning their characters using a website (long-term feature).
The last few days there have been several discussions and ideas thrown around within our team concerning the base style construction system. I think we have a pretty good idea of what we're looking for now and we are continuing to work on it. It is a feature that we plan to have in the initial alpha release for everyone to play around with. It will also leverage the crafting system, so you will need to find materials and craft them into construction items.
Animations are still progressing and several of the weapons are either already done or very close to being done. If you following Flame's thread on the forums you can monitor most of his progress in that area. There are still several items/weapons that require more custom animations, like the chemlights and grenades, that will be worked on over the coming weeks. Our third person animator has also been working on refining several of the third-person animations, mainly prone animations for now, so they look more correct and life-like. If I get time for next week, I'll make a quick video of them so you can see the progress. We have also looked a little into using devices like a Kinect for helping with mocaping some of the basic animations to see if that will speed up the process.
Several new props have also been added so the level designers can place them and start filling in more details for the map (things like fire hydrants, power poles, street signs). The final planned weapon for the alpha, a M40A3, is being modeled now (WIP image below) and then that modeler will shift to making other models for the game we will need for the initial alpha release.
http://miscreatedgame.com/wp-content/gallery/development/m40_wip.jpg
http://www.youtube.com/watch?v=vDHNiG_X5dw
Stalker_Raince
14.04.2013, 14:14
Es sieht echt gut aus, und da steckt auch sicher viel Arbeit drin.
Problem ist nur: Ich mag das Konzept und die Idee von DayZ und WarZ nicht, und da das Spiel dem ja folgt, ist es für mich uninteressant.
DrunkenMonkey
12.05.2013, 20:39
Neues Videoupdate
http://www.youtube.com/watch?v=PIvxF0k2qdA&feature=player_embedded
Achja, der gute alte CryEngine sand :-)
DrunkenMonkey
18.05.2013, 11:19
Our weekly update is out for 05/17/2013.
This week I'm including another screenshot of the area that you saw previously. We are still continuing our progress of zeroing in on the art style, so this will give you a better overall idea of what the areas will look like when completed. Having said that, this area is still a work in progress and will be modified more - it will look even more ruined and overgrown with nature when we are finished with it (still contains a few stock SDK assets).
http://miscreatedgame.com/wp-content/gallery/development/artreference.jpg
During the past week we worked on the correct way to make houses and buildings for CryEngine. CryTek doesn't typically use just a single model for the entire structure and use it like you'd expect in other games, but rather they split it up into an inner model and an outer model (what you see if you were standing inside of the building vs. what you'd see standing outside of the building looking at it, and then you line the two up in the game and the players never even know the difference. There are several reasons they do that, but one of the advantages it gives us is to have realistic lighting inside of buildings. For example, some other game engines always have the interior of buildings fully lit - even if they are underground. With our approach we can have bunkers/basements that are completely dark inside of them which should create some interesting gameplay opportunities. See the following reference image for a visual depiction.
http://miscreatedgame.com/wp-content/gallery/development/buildingconstruction.png
We also did a lot of exploration with the vehicle system available to us in the CryEngine FreeSDK. Although it is very powerful, we unfortunately can't implement the vehicle repair system we wanted. We were hoping to have a system where you could repair individual components on a vehicle (hull, wheels, engine, etc.), but we can't do that. The best we can do is to have some sort of tool you need to hold and then when you "fire" it you start repairing the vehicle (like a wrench or blow torch like object). As it is repaired the internal vehicle system in CryEngine will automatically start replacing broken parts, repairing damage, and putting out any fires on the vehicle, so when it's completely repaired it will be like new again. I really wish we could have a more detailed repair system, but, unfortunately, we can't at this time.
Work was also done on the construction system dealing with how and when a constructed object can be placed. In the past there wasn't any sort of collision detection, so you could place an object anywhere you wanted - even in the middle of other players, vehicles, walls, tress, ... Once we enabled proper collision testing, then the issue arose that you couldn't place two objects exactly lined up with each other and there would always be little gaps between them. While that may not sound like a bad thing, it definitely is when you're trying to make a solid fence around your base and there are holes between all of the objects that people could use to shoot in through. What we're currently going to do, which could definitely change based on feedback, is to allow objects to slightly overlap when you place them. It's just enough so that you can now place two wall objects so there isn't any gap between them, and it still prevents players from placing walls in the middle of other items on the map as well. When you are trying to place an object there is a green glow around it if it can be placed at its current location, or a red glow if it cannot, so it's easy to tell if the item is being placed in a valid location.
http://miscreatedgame.com/forums/showthread.php?374-Development-Update-%2805-17-2013
Mr.H0n$3L
11.05.2014, 14:12
http://www.crydev.net/images/news/large/123168.png?v=1
Today is a good day, Entrada sent along Miscreated for Steam Early Access submission. If you like the game or have been following the development of the game for some time, now is your chance, vote them up! Get another CRYENGINE game on Steam where it belongs! Use your vote! Voting always matters!
Steam Early Access
http://cryimg.com/dividerblue.png
Entrada Interactive is excited to announce the official submission of Miscreated to the Steam Early Access program. As part of that milestone, an official pre-alpha teaser video has also been released, along with several new images from the game.
http://www.crydev.net/download/file.php?id=108957
http://www.crydev.net/download/file.php?id=108958
http://www.crydev.net/download/file.php?id=108959
https://www.youtube.com/watch?v=Crb3E4TQEb4
Please vote for the game on steam here :
http://i.imgur.com/KLeBkUd.png (http://steamcommunity.com/sharedfiles/filedetails/?id=232336009)
Related Links :
http://www.cryimg.com/icons/web16.png Miscreated Website (http://miscreatedgame.com/)
http://www.cryimg.com/icons/steam16.png Miscreated Steam Early Access Vote (http://steamcommunity.com/sharedfiles/filedetails/?id=232336009)
http://www.cryimg.com/icons/facebook16.png Miscreated Facebook (http://on.fb.me/XBeB3p)
http://www.cryimg.com/icons/twitter16.png Miscreated Twitter (http://bit.ly/XBeyEK)
quelle
http://www.crydev.net/newspage.php?news=123168
Habe abgestimmt. "Ja"
EDIT: Lohnt es sich die Pre-Alpha zu holen und somit das Game zu unterstützen?
Mr.H0n$3L
11.07.2014, 21:07
@TobHH
meiner meinung nach ja! :D
hier ist noch der live stream von gestern. schaut schon echt gut aus. :)
https://www.youtube.com/watch?v=UR4vT9sZXOE
Ja, danke für deine Antwort und für das Video.
Hatte es, nachdem ich hier damals nachgefragt hatte, doch schon unterstützt und bin damit dem "Founders Club" beigetreten.
Bin seit dem aber nicht mehr so auf dem neusten stand.
Wurde denn schon die Alpha, bzw. Pre-Alpha verteilt?
Habe bis jetzt noch keine Mail bekommen.
Mr.H0n$3L
11.07.2014, 22:19
keine sorge, niemand hat bis jetzt eine mail bekommen. :)
ich glaube der early access start ist erst für august geplant, ich bin mir da aber nicht ganz sicher.
normalerweise wäre die alpha bestimmt schon fertig, da sie aber auf die neue engine (CE 3.5) umgestiegen sind müssen sie vor release noch einige sachen fertig stellen. :)
Mir fällt gerade auf das ich in diesem Thread noch garnichts geschrieben hatte bisher.
Ich habe letztes Jahr im Dezember auch "vorbestellt" via Founders Club.
Ich habe seit einigen Monaten auch zugriff auf das Pre-Alpha Forum. Jedoch kann ich da nichts Posten irgendwie und kann auch die Pre-Alpha nicht Downloaden oder so. Keine Ahnung warum.
Die Alpha sollte eig im Juni starten. Durch den späten rls vom Cryengine Abo dauert es jetzt noch etwas. Bisher habe ich auch noch kein neues Datum mitbekommen.
Ich werde mit denen evtl sowieso mal in Kontakt treten bezüglich Crytek-HQ das wir darüber auch berichten können.
Freue mich aufjedenfall auf die Alpha und das es auf Steam kommt ist auch super.
hyper.aN#
12.07.2014, 08:35
können sie eigentlich ohne größere verluste auf die neueste version updaten?
da sie ja einen indie vertrag nach alten regeln abgeschlossen haben, werden sie auch eine "größere" summe dafür bezahlt haben und bei den 15% Royalties bleibem müssen oder wie läuft das?
weiß da wer bescheid wie das ist wenn wer mit alten Indie vertrag in das neue system umsteigen will
Mr.H0n$3L
12.07.2014, 09:20
@hyper.aN#
das spiel wurde doch schon auf die neuste engine version (3.6.4 build 2715) upgegradet.
deswegen dauert der early access release auf steam ja auch noch etwas. ;)
Saltwater
12.07.2014, 18:04
Die springen ja nicht einmal auf den DayZ-Zug auf, wenn ich das so lese, nein, die kapern den Zug und fahren ihn direkt selbst! :roll:
Wenn nur einer(!) der Titel in diesem Genre mit allem, was man als Fan ebendieses begrüßen würde, ordentlich entwickelt würde, dann fände ich das schon toll. Stattdessen hast du dann Dutzende mittelmäßige Klone von einem Titel, der selbst auch nur mittelmäßig ausgeführt wurde. :roll:
Mr.H0n$3L
21.07.2014, 16:22
Development Update (07/21/2014)
As I've done in the past couple of updates I'll talk about the main issues holding up the alpha release and then have some new images attached at the end of the update.
Release Date
There is no release date. We're working very hard to get everything ready and we'll release it as soon as we can.
Latest Twitch Stream
We did a Twitch.tv stream a little over a week ago and if you haven't watched it yet I'd highly recommend you do so. We showed off one of the new areas of the map we've been working on and our progress on some of the animations to that point. In the video you can see how good some of the PBR texture work is looking. Here is the URL to the recording for those who may have missed it: http://www.twitch.tv/miscreated/c/4640898 Favorite our Twitch stream as well while there, so you'll be notified of upcoming streams!
PBR Conversion
The vast majority of our assets have now been converted to PBR, but there are still a few assets we have that are not converted yet, and we just do those now on an as needed basis. This has freed up all the modelers to continue to work on improving existing assets or creating new assets for the game.
Sounds
Most of the sounds are now in the new sound system and we're working on configuring them for use in the game. Some things, like footsteps, are already fully functional again and, as a side note, footprints now work again as well! Other groups of sound effects like bullet impacts and collisions are very close to being configured. We expect most of the sounds should be fully functional within the next week or so. In a future update, we'll talk about some of the new features we're adding to our sound system that will add even more realism to the game.
Animations
A lot of progress has been made this week on getting a core set of "no weapon" (just the player's hands - not holding a weapon) animations done. As I type this 61.73% of those have been completed (50 out of 81). Within the next few days the rest of those should be finished. Those animations will then serve as a base to build additional weapon holds from, such as holding a flashlight or an axe. Once we get a little further along, we'll do have another Twitch stream to show the progress again.
Game Map/World
We have a couple of new areas of the map being worked on in parallel right now. The images at the end of this update include scenes from some of those areas so you can see the progress being made. Progress is being made on towns as well as forested areas The level designers are working hard to get as much done as they can before external testers start playing again.
Third Person Camera and Leaning System
One of our developers has been spending a lot of time on improving the third person camera system for the game. It's fairly complex to get a third person camera that works really well when transitioning between smaller interior areas and external areas, and to make it function as you'd expect. We also have to handle special cases to prevent wall exploits - like being able to see through a wall when you shouldn't be able too. He has also been steadily working on improving the lean left/right mechanic for the game. In an upcoming Twitch stream, we'll be sure to demo how these systems work.
And now, New Images!
http://miscreatedgame.com/wp-content/gallery/development/worlddesign6.png
http://miscreatedgame.com/wp-content/gallery/development/worlddesign5.png
http://miscreatedgame.com/wp-content/gallery/development/worlddesign4.png
http://miscreatedgame.com/wp-content/gallery/development/worlddesign3.png
http://miscreatedgame.com/wp-content/gallery/development/worlddesign2.png
http://miscreatedgame.com/wp-content/gallery/development/worlddesign1.png
http://miscreatedgame.com/wp-content/gallery/development/barracks.jpg
http://miscreatedgame.com/wp-content/gallery/development/warehouseinterior.png
http://miscreatedgame.com/forums/showthread.php?1302-Development-Update-(07-21-2014)&p=12695&posted=1#post12695
Mr.H0n$3L
02.08.2014, 02:24
Development Update (08/01/2014)
Time for another update! We added more details this time to give everyone a better understanding of what we're currently working on and how the game is progressing.
Sounds
Almost all of the sounds have now been added to the new Wwise sound system. The only sounds still being worked on are a few of the environmental sounds and a few miscellaneous sounds. All of the basic sounds - footsteps, collisions, bullet impacts, shell casings, player foleys (eating, drinking, climbing ladder, etc.) have been configured in the game and are now working. There are still several item specific sounds that need to be configured to still work correctly in the game - weapons, items, equipping, but those won't take long to finish when we get to them.
In the last development update I mentioned we were working on some sound specific features to add to the realism of the game, so I want to talk about a couple of those today. In the next Twitch.tv stream we'll give some demonstrations of the sound features.
1) Sound Occlusion
Sounds in the world will be reduced if there is something between you and the sound source that is acting as an occluder - like a building, wall, or solid fence. This will give even more feedback to the players to help them more accurately located the source of sounds - like for a gunshot. Some of the sounds will even be modified based on your current location in the world. For example, if you are inside of a house the tail of a gunshot will sound different than when you are outside of the house.
2) Gear Weight
We have a dynamic character foley system so that the amount of gear a player is carrying affects the sound of the player's movements. This is set up by having two groups of foley sounds: clothing and gear. The clothing foley group contains recordings of clothing movements based on the player's actions (walk, run, sprint, jump, etc.) while the gear foley group contains recordings of various equipment sounds for each movement.
For example, a player starting with no equipment will only hear the sound of his clothing as he moves, but as more equipment is acquired the player's movements will also contain sounds of the various equipment he/she is carrying. What this allows you to do is to listen to other players in the world and judge their strength/loot based on the sound of approaching player, influencing your decision to either flee or fight.
3) Wind Speed
In addition to how much trees, bushes, grasses, and even bullets move based on the wind speed, many of the outdoor sounds will also be affected by the wind speed. As an example, if it's really windy you will hear the trees creaking more as they are bending in the wind. So, even the wind speed you'll be able to use to your tactical advantage if you understand how it works.
4) And a few more ideas we are working on!
Animations
Animations have been a large focus for the team the last few weeks. We have team members working on the third-person animations and the first-person animations in parallel to get them done as quickly as we can. In another Twitch.tv stream we'll show off more of the animations. The animations are really the only thing holding us back from releasing a lot of gameplay footage at this point and getting the game ready for release.
Third-person Animations
We now have a full set of base movement animations completed. To cover all of the base movements in the game we ended up with a total of 85 unique animations. CryEngine has a very advanced animation system integrated into it, and to get the animations to look their best we need to have a complete set of animations and then add all of those animations to properly configured blend spaces, and combined blend spaces, so that the animation system can procedurally interpolate between different animations so they look nice and smooth as you move around. Now, with the base animations ready, we are working on the weapon poses that are layered on top of them for various weapon types - fists, pistol, rifle, etc. Each unique weapon hold will need its own set of additive animations layered on top of the base movements. Once the third person animations are done for weapon type, then we can reuse most, or all, of the animations for other weapons of the same type - adding new pistols, rifles, one-handed weapons, etc.
First-person Animations
In parallel with the base movement animations and weapon holds, work has been progressing on the first person weapon animations we need. A lot of progress has been made on those as well and some of them are almost finished. We will show these off in the next stream as well, but here's a link to a short video of one of the weapons: https://www.youtube.com/watch?v=RsGTbir362g
Character "skinning" for Animations
As part of the PBR conversion for the main player character, we've also went back and optimized the model for the character (we reduced the polygon count to 2/3 of what it used to be), and we've also re-skinned the entire player so that he now looks a lot better during animations. There are a few images at the end of this week's update that show the new skinning of player and how it looked when deformed. The images are not rendered in the game engine itself, so they look shiny, so ignore that part of those images.
Third Person Camera System
We mentioned in the last update about the new third person camera system that's being worked on. We will also demo this in the next stream (lots of things to demo!), but in the images there's an image that attempts to show how it works (look for the image titled "Third Person Camera Analysis", for those that may be interested in some of the technical details:
In the image there is a faint, blue rectangle that originates at the front of the player's face and extends behind him. The rectangle represents the path to the camera behind the player. Along this path you can see some large spheres where collisions have been detected with objects in the world. The camera's distance behind the player is then reduced until there are no collisions detected. In the image there are also a lot of smaller spheres which are inside the larger green cylinders. Those spheres are used for reducing the camera distance predictively. The graph at the top is updated in real-time and allows us to analyze how the camera movement is occurring while playing. All of this is done to get a natural and seamless working third person camera system.
Spawn System
One of the huge limitations of CryEngine for a game such as this is that we don't have any way to control when entities (players, vehicles, items, AI) are sent to each player in the game. By default, when you log in to a server it has to send you the location of everything in the entire world that could possibly be interacted with, and that can make for some very long login times for a world that has a lot of players, items, and structures in it.
As a result of trying to overcome that limitation, we've been developing a new spawning and syncing system that should be a lot better for the game. While we don't want to divulge the technical details of how the system is implemented, it has been working very well during some initial testing. One of the tests consisted of almost 9,000 possible spawn locations (really we can have as many as we want) on the map and had over 2,500 spawned items waiting for players to find in the world. These are not items that were hidden inside of containers, but actual items you could visibly see in the game and a player could be pick up. This is very exciting because it will allow us to do far more with the game world than we could previously. If it all goes well during testing, it will also allow us to have a completely persistent world where you can drop something in the world and come back days later and it should still be there (assuming someone didn't steal your precious). Obviously, there will need to be systems in place to prevent too many items, or to remove items after some time period, but it does allow for a lot more interesting gameplay mechanics.
New Images!
Character Textures (PBR) - Eyes not done yet
http://miscreatedgame.com/wp-content/gallery/development/charactertexturespbr.png
New Warehouse
http://miscreatedgame.com/wp-content/gallery/development/newwarehouse.png
Warehouse Roof
http://miscreatedgame.com/wp-content/gallery/development/warehouseroof.png
World Design (Igor)
http://miscreatedgame.com/wp-content/gallery/development/worlddesignigor.png
Fire Station
http://miscreatedgame.com/wp-content/gallery/development/firedepartment.png
Third Person Camera Analysis
http://miscreatedgame.com/wp-content/gallery/development/thirdpersoncamera.png
Player Character Animations/Skinning
These are not done in game mode, so the character's textures look odd and shiny.
http://miscreatedgame.com/wp-content/gallery/development/animations_01.png
http://miscreatedgame.com/wp-content/gallery/development/animations_02.png
http://miscreatedgame.com/wp-content/gallery/development/animations_03.png
http://miscreatedgame.com/forums/showthread.php?1324-Development-Update-(08-01-2014)&goto=newpost
Mr.H0n$3L
15.08.2014, 22:11
Development Update (08/15/2014)
Hello, and happy weekend everyone!
This update is going to be a shorter one than usual - primarily because of the issues we've been focusing on, which are documented below:
Animations
We're still doing a lot of work on the animations for the game, and this is currently our most critical item to get fixed and improved. We've been doing work on blending additive animations (for the players arms), working on adjusting base movement speeds and animations to reduce foot sliding, adjusting the base skeleton so the player isn't hunched over when running as much, adjusting the base mesh to remove some of the "turtling" effect in the neck at times, making some custom transition animations (crouch to stand, stand to sit, ...), re-skinning the mesh so it conforms better to animations, continuing to work on and improving the first person weapon animations, and pretty much everything else you can imagine related to animations. We want the animations to look as good as we can for all of you, so we're really doing our best in this regard.
Main Menu
A lot of clean up work has been done on the main menu of the game. It hasn't really been updated for almost a year now, so it was time to make sure it was entirely functional again. It will now correctly use your Steam name in game, which you can change in the main menu, when you log into servers, show the correct number of players on servers, the time of day on the servers - all the typical stuff you'd expect. Right now there are just about a dozen base video options you can set for the game. In the future (during alpha) we'll revisit the video options and break down the options a lot more so players can tweak more specific settings. So, for now, it's functional, but is definitely far from being something final.
Game Optimizations
At this phase of the game we're not going to be too picky when it comes to optimizing the game, but we have been spending time adjusting some of the larger issues related to graphics performance. Some of our original assets for the game were really poorly optimized, and even some of the more recent ones, so now a lot of them are a lot better. There were cases where we reduced assets that had around 200 drawcalls down to 10, and others that had 80 down to 2 or 3. With Cryengine, there are some simple mistakes that can be made with assets that have a really dramatic performance impact if they're not modeled correctly. There are adjustments we want to make for the vegetation draw distances (right now everything is set to the default values), but we'll wait on that until we have the vegetation we want to use locked down and then do it all in one pass - that's why the render distance for the grass is short in some of the videos and screenshots.
Updated Vegetation
As you'll see in the screenshots at the end of this update, we've been working on some new vegetation for the game. They make the world look much better than before, and they are also more optimized than the previous ones were, which allows us to render even more of them at once.
General Cleanup
In general, there has been a LOT of cleanup made to the game over the past couple of weeks - models, textures, code, materials, physics proxies, and animations. Unfortunately we can't really show any of that process off in a weekly update, but I think it's important to mention in the update because a lot of our time has been focused in that area.
And now, time for some screenshots! (we will do another Twitch stream as soon as we're ready with the animations)
hier geht's zu den screenshots. :)
http://miscreatedgame.com/forums/showthread.php?1355-Development-Update-(08-15-2014)&p=13291&posted=1#post13291
Mr.H0n$3L
31.08.2014, 10:48
https://www.youtube.com/watch?v=85jY2VsBhj0
Mr.H0n$3L
15.09.2014, 02:57
Development Update (09/13/2014)
Happy weekend, everyone! It's time for another development update.
The team's focus over this past couple of weeks have been primarily focused around animations, world design, and general clean up and testing of the game.
We just uploaded a short video to YouTube that shows the current state of the arm animations without holding any weapons. While they are not perfect, we think they are close to being ready for alpha release at least. Keep in mind that we still consider them a WIP, and also remember that they are being made by an indie, non-professional team. After alpha is released one of our highest priorities will be getting a lot more professional help with animations. Here's an inline link to the video:
https://www.youtube.com/watch?v=mMGZoQf5hjM#t=44
Right now we are focusing getting the weapon animations ready and we'll release some videos of those soon as well. Once the weapon animations are ready, that will allow us to release a lot more gameplay related videos, which we've been hesitant to do until the animations looked decent.
As part of this update, there are some images of the newly updated town of Sultan that is being made by Kris B., who just joined the team recently. Sulton is the original area of the map where the pre-alpha testers tested at, but almost all of it has changed and been updated now. About the only thing in the original location is the church. All of his images are still a WIP as well, and will definitely look more post-apocalyptic and destroyed when finished, so keep that in mind when looking at them.
All of the members on the team have been asked to help out and create "prefabs" for the level designers to use. A prefab is a group of objects all added together as one group, so the level designers can just place a prefab and have all of the interior, exterior, sounds, item spawners, furniture, etc all placed at once. As many of you noticed in our last Twitch stream, a lot of the houses and buildings were empty. Those will be fixed now pretty soon once the prefabs have been finished. It will make the world look a lot more lived in.
As the team has been playing the game, we've been entering a lot more issues into our internal tracking system, so that issues can be identified and fixed as quickly as possible. It's been a great resource for us to use to keep the entire team focused on what we need to get finished for the alpha release. With a team like ours from disparate regions of the world and time zones, keeping everyone coordinated and on the same track can be a bit challenging at times, but the team is doing a great job overall.
For a couple of bonus images this week, I'm including our new splash screen for the game, and it will also be the image used in Steam for the game as well. It was made by our concept designer, Eric, who has done an amazing job for us. It is a large image,, so you can use it as a background image if you'd like.
Miscreated Banner
Click here for the much larger version! (http://miscreatedgame.com/wp-content/gallery/development/banner-miscreated.jpg)
http://miscreatedgame.com/wp-content/gallery/development/banner-miscreated-1280.png
Sultan (WIP)
http://miscreatedgame.com/wp-content/gallery/development/kris_b_001.png
http://miscreatedgame.com/wp-content/gallery/development/kris_b_003.png
http://miscreatedgame.com/wp-content/gallery/development/kris_b_002.png
Graham's Prefabs (Same model, but very different looks overall from using prefabs)
http://miscreatedgame.com/wp-content/gallery/development/graham_h_001.png
Foggy Evening (Just a couple of images from playing today)
http://miscreatedgame.com/wp-content/gallery/development/foggyevening2.png
http://miscreatedgame.com/wp-content/gallery/development/foggyevening1.png
find das so krass dass die auch all ihre sounds neu machen müssen wegen dem cryengine update, was da für arbeit ins land geht.
Mr.H0n$3L
29.09.2014, 20:07
Development Update (09/29/2014)
Hello everyone!
First off I want to apologize for the delay with this week’s development update, we got really tied up with the game and the dev update kept getting pushed back. This weekend we brought in a bunch of our new assets and compiled them into a new build with the hopes to do a live-stream, unfortunately we could not get a stable build. This inevitably caused us to delay our stream.
On the bright side of things we got it mostly ironed out, and we have a bunch of great new features in the game. We are going to do a stream in the next few days to show some of these new features. We will give everyone a warning ahead of time for the stream, that way you will have a chance to be ready and tune in. We hope to see you all then.
Until then, we had a few images we captured after compiling the build. What kind of screenshots of the game would you like to see?
Looting
http://i.imgur.com/cGVfsjc.png
Graffiti Artwork
http://i.imgur.com/QzsSORB.png
Graffiti Artwork 2
http://i.imgur.com/giGV55X.png
Foggy Forest, Night
http://i.imgur.com/5U9Dm2w.png
http://miscreatedgame.com/forums/showthread.php?1433-Development-Update-(09-29-2014)&p=14277#post14277
Mr.H0n$3L
12.10.2014, 08:07
https://www.youtube.com/watch?v=6j8dQqAjQYA
Habe heute meinen Steam Key bekommen, endlich gehts los.
Edit: 6,4 GB groß ist es.
Mr.H0n$3L
26.10.2014, 03:01
ich hab eben auch meinen steam key bekommen. juhu! :D
@TobHH
installiert ist es 6,8 GB ^^
Na, vielleicht sieht man sich ja dann mal auf einem der Server.:wink:
Mr.H0n$3L
26.10.2014, 09:03
wie viele server gibt es denn aktuell?
War nur mal ganz kurz drin, aber eas waren 2 EU Server und 4-6 US Server.
Kann es dir aber nicht ganz genau sagen.
Edit: 4 US-Server
Mr.H0n$3L
27.10.2014, 22:01
https://www.youtube.com/watch?v=84VO7KpZzx8&list=UUFLmDKWqX9iLD3oYTfkIWCA
Mr.H0n$3L
28.10.2014, 13:08
hab jetzt 8. stunden gespielt, macht schon echt spaß, mal sehen wie sich das spiel noch entwickelt. :D
hier sind noch die letzten patchnotes. (Patch #2 - 10/28/2014)
We updated Miscreated to use the most recent version of the CRYENGINE SDK, so the patch is larger than would be typical. We put in some new goodies, and fixed a lot of issues that were brought up before. Here's the rundown! :cool:
Game:
[ Fixed ] Fixed crash when closing inventory while dragging an item.
[ Fixed ] Antialiasing "Disabled" mode is not used now (blue screen flicker issue). You can put the aspirin down now.
[ Fixed ] AI corpses will now disappear after time. We are looking at you Spikers that are stuck in the ground...
[ Fixed ] Adjusted all doors - rotation amount and speed. Some WD-40 goes a long ways!
[ Fixed ] Reduced strength of water current. Life-vest still recommended.
[ Removed ] Removed user.cfg file - add your own now, if wanted. Check the CryEngine doc (http://docs.cryengine.com/display/SDKDOC1/Home) to learn how.
[ Fixed ] Fixed crash from entering G as part of your player name. You can now let everyone know how MLG-SWAG you are, though we will still believe you if you don't put it in front of your name...
[ Fixed ] Turned off first person smoothing by default. Should help with some of that mouse jittery-ness.
[ Fixed ] Pressing the jump key should be more responsive now. Work those calf muscles, 1-and-2!
[ Fixed ] Fixed potential server crash while harvesting materials. No longer fear the trees.
[ Fixed ] When killing a player you could "float" and not be able to move. Sorry all you Chris Angel fans.
Items:
[ Added ] Added melee attack to the pistol (Press T). It still works better with bullets... just saying.
[ Added ] Added two new melee weapons. These are super secret... have fun!
[ Fixed ] Added straps to backpack. Begone magic backpack!
[ Fixed ] Bandages now work. These temporarily increase your health regeneration when used.
Materials/Models:
[ Fixed ] Fixed trash piles so items don't disappear under them. Oscar was being extremely grouchy.
[ Fixed ] Fixed several walking through wall issues. We know it's Halloween, but ghosts don't fit in here.
[ Fixed ] Adjusted many of the flickering decals, floors. You can look at them and see their beauty now!
Sounds:
[ Adjusted ] Waterfall sounds, but still odd for this patch. Water sounds are a trickle thing to get right... I mean fickle!
World:
[ Fixed ] Removed the utility pole in the middle of the road in Sultan. No idea what city engineer thought that was a good idea.
[ Added ] Added more houses with interiors. We are really upping our housing budget!
[ Fixed ] Added the ability for some houses to spawn items we missed. This still means you have to look really good to find things!
[ Removed ] Removed the ladder from the grocery store (ladders will be added in an update). Ladders are dangerous anyways, it is for your own good!
[ Added ] Added more houses to the peninsula along the beach. Prospective home owners will love these magnificent housing locations!
[ Removed ] Duplicate house interior in Woodhaven. We got a few more home designers to mix things up!
Animations:
[ Fixed ] Fixed sitting idle animation.
[ Fixed ] Several general improvements.
Spawns:
[ Balance ] Lowered number of deer spawns, increased Spiker spawns Spiker has poked you.
[ Balance ] Adjusted spawns in gas station. Keep your eyes open.
Mr.H0n$3L
30.10.2014, 15:17
miscreated ist jetzt für alle als early access version über steam erhältlich. :)
http://store.steampowered.com/app/299740
Mr.H0n$3L
04.11.2014, 21:58
https://www.youtube.com/watch?v=Eab07yU5X5g
Mr.H0n$3L
11.02.2015, 18:07
https://www.youtube.com/watch?v=XLjcn7sYJQY
Mr.H0n$3L
16.03.2015, 17:33
https://www.youtube.com/watch?v=YoIypRGNLKc
https://www.youtube.com/watch?v=iJJwdv1yA_o
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