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Thema: Miscreated - Survival RPG

  1. #1
    Professional Avatar von DrunkenMonkey
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    Standard Miscreated - Survival RPG

    Mich wundert, dass dieses vielversprechende Projekt hier noch gar keinen eigenen Thread hat. Ich erstelle einfach mal einen.

    Zitat Zitat von Offizieller CryDev Thread
    The game formerly known as Canyonlands.



    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/sharedfile.../?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
    Spoiler Developer videos:

    CryEngine 3 Flashbang and Smoke Grenades
    [youtube]vMSyom4H4t4[/youtube]

    CryEngine 3 Tent that flaps in the wind
    [youtube]r5r__1PP6S4[/youtube]

    CryEngine 3 Flashlight (holdable weapon - SCAR is a placeholder)
    [youtube]_uRRKdgrIt0[/youtube]

    CryEngine 3 Flashlight (holdable weapon - SCAR is a placeholder)
    [youtube]_uRRKdgrIt0[/youtube]

    CryEngine 3 Persistent Vehicle Management System
    [youtube]fM1HSW7-zhM[/youtube]

    CryEngine 3 New Player Stats - Food, Water, Temperature and Radiation Levels
    [youtube]wp0fLlhGjns[/youtube]

    CryEngine 3 Crash Site Spawn System
    [youtube]88j6fmVgWxo[/youtube]

    CryEngine 3 Persistent Player Storage
    [youtube]2htxa0LZEnw[/youtube]

    CryEngine 3 RPG Style Inventory System
    [youtube]fe3PHxByJig[/youtube]

    CryEngine 3 Loot Spawn System
    [youtube]EVdLt6XSwhc[/youtube]

    Other Media

    Spoiler Concept Arts:




    Spoiler Ingame Models:






    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
    Offizieller CryDev Thread
    YouTube Channel
    ModDB/IndieDB

  2. #2
    Professional Avatar von DrunkenMonkey
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    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?

  3. #3
    Professional Avatar von DrunkenMonkey
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    Neues Video
    http://www.youtube.com/watch?v=_aTnQtjS20Q

    (bin ich zu bloed das richtig einzubetten? )
    Geändert von DrunkenMonkey (28.02.2013 um 12:41 Uhr)

  4. #4
    Professional Avatar von DrunkenMonkey
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    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_...yer_detailpage

  5. #5
    Professional Avatar von DrunkenMonkey
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    Neues Update



    Zitat Zitat von csprance
    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://www.youtube.com/watch?v=vDHNiG_X5dw

  6. #6
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    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.


  7. #7
    Professional Avatar von DrunkenMonkey
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  8. #8
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    Achja, der gute alte CryEngine sand

  9. #9
    Professional Avatar von DrunkenMonkey
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    Zitat Zitat von tevans
    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).



    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.



    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/sho...-%2805-17-2013

  10. #10
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    Zitat Zitat von Lavizh


    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
    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.












    Please vote for the game on steam here :






    Related Links :
    Miscreated Website
    Miscreated Steam Early Access Vote
    Miscreated Facebook
    Miscreated Twitter
    quelle
    http://www.crydev.net/newspage.php?news=123168
    Geändert von Mr.H0n$3L (11.05.2014 um 14:20 Uhr)

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