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28 Months Later


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Geplaatst: (bewerkt)

Ik ben nu al een tijd in een modding team voor de modification 28 Months Later voor Crysis.

Dit is een update die wij begin maart vrijgaven:

Momenteel hebben wij al iets meer vrijgegeven, en is dit maar een klein beetje van wat wij allemaal al gedaan hebben. Ik zal binnenkort wat updates plaasten.

Mijn werk is nog niet vrijgegeven, aangezien het nog ver van klaar is en het nog niet waard is om te laten zien.

Onze site: www.28-months-later.com

-------------------

28 ML - Game play Update

At its core 28 Months Later will be a clash of 3 very distinct game play styles that have existed in the industry: Survival, Stealth and Shooter, with each "class" representing one or if not a blend of those three.

Military combat in both the Infection and Objective based modes will be very familiar to fps veterans. Military personnel will be outfitted with appropriate weapon systems that will be modular in design. They are the least complex class to play and will require almost purely the player to utilize guns and light tactical decisions in combat. Nevertheless they will still be a deadly adversary since they are utilizing ranged weapons over the infected AI and players.

Civilian combat in the Invasion / Objective / Infection based modes will require players to use more survivalist style tactics in combat situations. They will utilize the player’s ingenuity to create their own weapons and be more wary about what they are carrying. The primary focus at the moment is giving them a melee combat system that will allow them to stand toe to toe with infected to an extent, but also giving them the ability to require ranged weapons over time as the game and player experience progresses. However these weapons will be created and found almost solely by the player.

Infected combat will be much more reliant on stealth based tactics in order to engage opponents in combat. They will be able to traverse terrain with much more agility, by utilizing stamina base moves that may allow them to lunge, do devastating melee attacks, bite in order to infect opponents, or more draining yet devastating moves such as vomiting on there adversaries. However, they will not be able to block attacks (an ability given solely to civilians). But at their core, they are a much more different kind of play style in that their emphasis will be on utilizing shock tactics in coordination with the prey’s lack of agility in order to engage opponents who will be armed with much more devastating weapons.

Weapon Modularity

Since the civilians are going to be the focus of the game mode, ranged weapons will be hard to come by, which is why we are creating a melee system and engineering system that will allow civilians to create weapons based on the players experimenting. Say you start off and see a plank of wood, for example, if you stumble across a nine inch nail, you may be inclined to fuse it into the board, and what you get now is a better and more effective weapon which will increase how much damage you can do. Slamming the wood against a person might even break the plank and chip it giving it a sharpened end, now it has become more of a stabbing weapon rather than like a bat. This will change the properties of the weapon such as what animation is played, or how much damage it does. This system will allow the player to utilize whatever they can think of to create effective fighting systems against the infected. A classic if not brilliant example is a rag with a full bottle of wine, two ways it can be changed, if by breaking it and using it as a melee weapon. Or combining it with the rag and creating a Molotov cocktail style grenade. Simple projects like this can lead to scavenging around a map for particular parts to make your own weapon. It also controls the flow of the game, and encourages player movement rather than just sitting and camping. Modules for weapons will be placed in logical places so that the player can find things more easily, such as an abandoned tool shed, or a home depot sort of establishment contain shovels and other DIY tools. Certain guns will utilize upgrades such as mounted flashlights or bayonets in order to increase fighting effectiveness and encourage better tactical maneuvers and game play.

Getting to know the team

In a small interview with the founder of 28 Months Later and head of development, =DBD= Jey, I'm able to bring you a small preview of what is to come.

So, what sort of features can we expect to see in the first few stages of this mod?

The first release of the mod will be more about the game play then the visual feast that will be in the full release. All the initial fundamentals of the game will be in place for the infection gamemode. Though don’t expect all our custom models and animations to be in there. We will however have new maps, new skins, new sounds, new weapons and some new animations / models and of course the gameplay code.

The how greatly will AI bots play a role in this game?

Hopefully we will be able to have a coop gamemode, though we have not definite answer on this yet, as we still have to get AI functioning on dedicated crysis servers. If we do get it fully working you can expect objective bases coop game modes to appear. Where you carry out missions ranging from defend the mansion, to rescue operations. We have lots of really original ideas to utilizes AI, so let’s hope that our coders can crack this :)

Zombies or Infected?

Infected.

Content Update

Death By Design has been hugely busy at work on the 28 Months Later mod, we have lots of special previews below of what you can expect to see in the mod. All of which as well as further news updates of the DBD mod team are available at our new developers site, ‘www.deathbydesign.net.’

Weapons:

Below we have work by our top modelers, this shot is of the new Spaz 12, modeled by our very own =DBD= Froggy. An impressive detailed modeled yet to be integrated into our mod.

spaz12.jpg

=DBD= Falco made our very own SA 80, model the first few shots of which can be seen below in its first stages of development, apparently since has been skinned and looks deadly. As if it didn’t already.

SA80.jpg

Not only this, he’s managed to model our own standard kit, M4A1 Rifle. Those who played the zombie css mod will be more than familiar with this weapon.

m4a1.jpg

Finally, our head developer =DBD= Jey in between time coding and dancing around roles has managed to dig out a nice power tool from his tool it arsenal which you can look forward to screwing some infected up with.

drill.jpg

New Character Update:

This update we bring you a preview from one of our new developers who has joined our team as a modeler. =DBD= Nervlink has given me this preview of a old man infected character model to gaze at.

oldman.jpg

Maps:

Of course our mappers have been hard at work to bring you urban levels, rural levels. Maps which will completely involve you in your daunting apocalyptic environment. Our first preview is what most people will be most interested to see, the picture speaks for itself:

paris.jpg

One of our modelers "Seb" has been working hard with Jey on producing these models for the Paris metro.

metro.jpg

AI:

Last but not least we have a small video teaser for you demonstrating the work of our Single Player Coder "Rad15"

Download a high def version here: http://deathbydesign.net/downloads/28ml/me...Pre_Alpha_1.wmv

To bring it all down to a conclusion, this mod isn't dead, it's infected and it's spreading.

Looking to bring you more and more now with the SDK, and the latest on DBD.net as it comes...

Bewerkt: door Fyre
Geplaatst: (bewerkt)

Meer:

Samenvatting in het Nederlands die ik laatst gaf:

Aan het begin van het stukje word dat al uitgelegd, maar dan leg ik het nog wel even uit.

Voor zover wij het idee hebben gaat het zo:

Op de specifieke map die je speelt wordt je een burger, of een militair. Een burger is meer aangewezen op overleven en alledaagse dingen. Een militair heeft geavanceerde wapens en diversen. Een burger kan ook wapens vinden, maar die zullen vaker meer als "Last resort" dienen.

Het word dus de bedoeling dat je je eigen wapens maakt, dus snel als voorbeeld te nemen, een fles pakken, en je tegenstander ermee slaan. Het zal hierna veranderen in een kapotgeslagen fles, met allemaal scherpe randen, zodat het zal fungeren als een steekwapen.

Je kan met objecten ook andere dingen doen, zoals barricades maken van bijvoorbeeld planken.(Tenminste, we willen weten hoe dat gaat uitpakken.)

Als je sterft, door dood te vallen, friendly fire, zelfmoord, een object tegen je aan te krijgen gesmeten, geslagen etc. Te worden zal je opnieuw spawnen (Voor zover wij nu het idee hebben.). Of je word gebeten, dat zal iets moeilijker zijn voor de zombie (Infected zoals wij ze noemen.) om te doen, maar het is wel handiger.

Als je gebeten word dan zal je voor een korte tijd in een staat van verwarring heersen, waanbeelden zien, moeilijk te kunnen zien. We willen dit echt speciaal maken, en ik zelf heb er hoge verwachtingen van. (Het is namelijk niet mijn job in het team dat te doen.) Binnen die tijd moet iemand van jouw team je heel snel vermoorden.

Heb je de film ook gezien? In 28 Days later dan zitten er 3 overlevenden in een gebouw, en er komen ineens 2 infected heel snel aangerend, en smijten die man omver. Nadat de infected vermoord zijn word er snel gevraagd "Ben je gebeten?" de man aarzelt en zegt "Nee... Ja, ja, maar alsj..." en die andere schiet de man genadeloos keihard in zijn hoofd.

Dit zal hier ook moeten gebeuren, anders ben je een bedreiging voor de medespelers, en die zullen je snel moeten schieten, of je verandert in een infected.

Een infected zal daarna opnieuw verschijnen. Afhankelijk van de methode waarop het vermoord is. Je kunt neergeschoten zijn, en daarna, na een halve minuut of dergelijk opnieuw opstaan. Als je verbrand wordt of je hoofd eraf geschoten dan moet je opnieuw spawnen bij de spawnpoint.

Als je vaker zombiemods hebt gespeeld, zoals die van Garry's Mod dan heb je vast gezien dat, als je snel een goede verstopplek vindt dat je dan moeilijk gevonden kan worden.

In dit geval gebeurt er iets anders, alle menselijke spelers die infected zijn die krijgen een soort van "Sixth sense" en kunnen ongeveer de positie bepalen van de overlevenden. Dit zorgt ervoor dat overlevenden snel moeten handelen, en niet campen. Daarnaast is het voor een overlevende belangrijk om te blijven lopen, want misschien vind je wel die handige kettingzaag in de schuur aan de andere kant van het level....

We hopen er een co-op functie in te zetten, en dat zal hoogstwaarschijnlijk ook wel gebeuren. ER zal ook nog steeds PVP aanwezig zijn.

Ik kan nog wel iets meer vertellen, maar ik heb gezworen (Ja, ik houd mij er aan.) niet te vertellen wat niet uitgekomen is. Maar ik denk dat wat ik hier heb opgesomd, je een erg goede indruk kan geven.

A lot of you gun fanatics have heard of the Barrett M468, the assault rifle that claims to have 60% more lethality then the M4. Well I present to you Barretts latest and greatest, the the M468s bigger brother, the REC7:

barret_untextured.jpg

barret_untextured2.jpg

Specifications

Caliber- 6.8 SPC

Weight-7.62 pounds (3.5 kg)

Overall Length-32.4 inch (82.3 cm) stock collapsed

Operation-Semi-automatic, piston operated

Barrel- 16 inch, chrome lined (40.6 cm)

Twist- 1 turn in 10 inches (24.4 cm)

Read more on actual gun here: http://www.barrettrifles.com/rifle_rec7.aspx

This gun is still WIP I still have a few more attachments to add before the high poly mesh is complete. I will keep you posted as I continue to updated this, showing you the low poly version, the UV unwrap and texture and normal map creation...

I made this model in Maya, its now 38000 polys. Ive been working on it for roughly a month now, along with lots of other projects which you will see soon :) Finally for those of you who are interested I made the render scene using Maya, Photoshop and Crazybump, used HDRI for the lighting and rendered in Metalray with Final Gather cranked right up :D

www.28-months-later.com

www.deathbydesign.net

Bewerkt: door Fyre
Geplaatst:

Ik heb de game Crysis niet in mijn bezit, maar ik moet wel zeggen dat het concept mij enorm aanspreekt.

De screens en models zien er gewoon goed uit, en ook de teaser trailer beloofd wat moois.

Veel succes met het project! :tu:

Geplaatst: (bewerkt)

Update Juni:

We have had an exciting couple of months at Death by Design. So we are very pleased to tell you more about one of our biggest additions which we mentioned last update.

Singleplayer

Last update we announced to you that we are going to be doing a single player story for the mod, well now we would like to tell you a bit more about what makes our single player quite different from all the other games out there. We have discussed before how each large game update will be a new campaign. The campaigns are made up of a overall story mixed in with stories from other survivors the player encounters throughout the main gameplay. We call this approach Survival Stories. The basic premise of this approach is that it allows us to give is you a great “zombie” game quickly but also continually without most of the strains normally associated with making a large mod game in one whole shot. You will start off fighting for your survival in the prospect of finding a nearby refugee camp, this you'll find though is your interactive story board. You can wander around the refugee camp and talk with other survivors. All while you wait for a good time to head back out in hopes of getting ahead of the infection. Maybe there is somewhere better secured and prepared for the infection. You'll find the survivors will tell you of the horror they went through before they ended up in the camp, even to the point that it feels so hauntingly real, that your actually in their shoes reliving those hellish moments.

With this in mind you can imagine how wild our level designers are going. Meaning their levels can be based at any time within the 28 months since the beginning of the infection. Some levels will be as the infection hits an area for the first time, others will be much later.

The 28 Months Later team has been hard at work in trying to bring this total conversion mod to life. In order to do this we needed custom models and lots of them. This means a motivated yet skilled team of modelers needed to step up and a special thanks to the modellers for doing so. We have had people like D.Goeck and Sideshowbob come in from other teams and contribute exceptionally, working along side our already existing 28 Months Later modelers.

I'm sure by now your itching to see some pictures, so I will start by showing you some of the level design thats been going on.

Levels

The following are taken from Amsterdamned. Duruk has been working very hard on this, with the help of D.Goeck, F.Stephan, Vintovka and Jey on the props.

dam1.jpg

dam2.jpg

Models

What game would be complete without an AK47? Here is another fine example of Falco's modelling.

ak47.jpg

Frogfish has been working hard on some vehicles for us. Here's a model of a cab, though we should mention this wont feature untill the second campaign.

ford.jpg

We express our endless gratitude to Cryrecon who have joined forces with us now. D.Goeck has been furiously modelling props for use in both mods. Here you can see a good selection of his fantastic work:

props.jpg

As mentioned before, Sideshowbob who resides heavily on the crymod forums, has been doing some aditional work for Death by Design. Dont expect to be going round over powering the infected in the stryker all the time though, we're not going to make it that easy for you ;)

SA-341%20Gazelle.jpg

stryker.jpg

stryker2.jpg

These folowing pictures are a work in progress shot of the Barret Rec7 made by Jey. Please note this is the high polly mesh and it has not been textured yet:

barret_untextured2.jpg

barret_untextured.jpg

Textures

Vintovka has been doing wonders for us in all art departments, but seeing as we premoted him to "lead texture artist", I thought it would be be fitting to show you what he does best. All the textures in this picture Vintovka created from scratch, including all the special maps:

texture.jpg

Community

Recently we have been trying to help out the modding community for Crysis by contributing to the tutorials scene. For example, our lead animation Mephisto03 has been adding references and tutorials to the CryWiki (found here), forming the majority of the animation guides on the Crymod based site. In addition, our lead modeller fstephan has been working on creating an easy to follow video tutorial for the community regarding the texturing workflow for 3D Studio Max. Here is a sneak peek at the hut that he'll take you through texturing:

tut_hut1.jpg

Music

Finally as we're not giving you any videos this time we thought we would share with you a taster of the sound track that is being composed and produced by TVM. This piece will feature in the hospital level, note all the apropriate hospital sounds used throught the song to add to the atmoshpere of the level. http://www.deathbydesign.net/downloads/28m.../MS_test_07.mp3

So that now brings us to the end of this update, we hope that you are still as excited as we are about this mod. In the next large update we will be showing you are custom infected models in game, fully animated, with our dissmemberment system in place.

Bewerkt: door Fyre
Geplaatst:

Ziet er vet uit heb alleen geen Crysis

Anders had ik um meteen gedownload ;)

Gratzz GTAFreak007 :sigaar:

  • 2 maanden later...
Geplaatst: (bewerkt)

Nou ja, alhoewel hier minder aandacht is helaas, update ik hem ook maar deze maand.

logo.png

We have had a busy couple of months at Death by Design. We have made some great progress with the mod, some of which I will show you today. We have had some great new talent join the team in all areas of development.

With Crysis Warhead coming soon, i think its only fair that I tell you all now, the first public build of 28 Months Later will be on Warhead. We are doing this largely for the new features and engine stability, this should provide you with a much smoother experience, plus open the mod up to people with not such powerfull PCs.

So here are some examples of the work that has been done these past two months.

ART

Forrest Stephan:

1.jpg

Forrest (our lead 3D artist) has been working on buildings for our Dordogne levels.

Vintovka:

2.jpg

Our lead texture artist decided to spend some time learning to model.

I am sure you will agree with me that he has done a great job off this AN94

Dgoek:

3.jpg

4.jpg

5.jpg

One of our best talents, you wouldn't believe me if i told you how long it took him to make these.

Ramza:

8.jpg

Here is some work from one of our newest members .

He has been working very hard for us, I will have lots to show from him in the next update.

M-562 and Kingpin:

6.jpg

M-562 has really started coming into his own in modelling. He did a great job on this colt 45.

It gives me great pleasure to welcome Kingpin to the team as a dedicated texture artist,

as you can see from this colt he is great at what he does.

St.Sabath:

7.jpg

Last but not least one of our longer lasting members has been churning out buildings for the Paris map.

I will be showing off those when all the textures are complete.

ANIMATION

Mephisto and IchII3D:

YouTube - 28 Months Later MoCap

IchII3D has been working in a motion capture studio,

here you can see him doing some initial Mo-Cap trials

YouTube - 28 Months Later MoCap Skeleton

IchII3d and Dendy have been cleaning up the Mo-Cap data and importing it into 3D Studio max

YouTube - 28 Months Later MoCap InGame Test

Mephisto test imports the data into Sandbox.

TUTORIALS

Part 1 - Creating a non-destructible object

3ds max modeling for sandbox 2 on Vimeo

Forrest will take you through modelling buildings for use in CryEngine2 using 3ds Max

Part 2 - Texturing the non-destructible object

3ds max texturing for sanbox 2 on Vimeo

Forrest demonstates how to cost effectively texture your buildings for CryEngine2

Full body Animation Export

CryEngine2 Full Body Animation Video Tutorial on Vimeo

Mephisto takes you through the basics of animating a biped in 3ds Max for use in CryEngine2

Well thats it from this update, I look forward to showing you more next time.

Please note we are still recruiting in all areas except for level design. So if your interested in helping out, please register on our forums and shoot me a pm - 28 Months Later - Index

Bewerkt: door Fyre

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