I wish I had saved that picture of me that J1m always puts up - I'd autographthat one for himOriginally Posted by black-feather
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I wish I had saved that picture of me that J1m always puts up - I'd autographthat one for himOriginally Posted by black-feather
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well, here are some response to your comments guysAnd really thanks to Lenny and
you guys for testing out Anomaly
First i guess i'll answer the queries,if anyone is interested or bored, this may provide some
entertainment :P
Jerky,
1. Unearthed was the first completed map i did for Anomaly, still at the learning stage and
trying to add in all sorts of stuffs and everything, so its kinda heavy, though it still runs.. on
some computers. I also don't really know what are the impt stuffs to look out for, juz
wanna make a map with many shortcuts and stuffs, that my lead asked me to. Well, glad
dna enjoyed itI guess hes the second player i played with on the net who can really
play that map. At least those hard work are not wasted.. oh well
2. Orientation of the player on the minimap was not possible when we first started... as we
did not know how to do it, until Zerobit found that out later. But too many things needed to
be done and we forgot abt itsorry.
3.The weapons actually do quite abit of damage, the duals are the main weapons, and the
single port weapons are the supporting weapons in case your main dual weapons has run
out of ammo, thats how i classify them anywayYou'll need to be extremely good to kill
someone with full health using the single port weapons, but using the dual, in Lan play
during our tests, the duals can kill a player within half a lap or so. During online gameplay,
the rockets lag sometimes so it comes out a few seconds after you fire. It really takes out
the fun and deadliness of the weapon and hopefully we can fix that. Also the choice of
weapons that are effective for use differs slightly from map to map and from player to
player. btw, the dual machineguns are really really powerful if you know how to use it. Kills
faster and from a further range than the rockets
4.We currently have no plans for pickups, as we wanted to concentrate more on racing,
combat and strategy, rather then finding pickups on the track thing. Makes it more
realistic too
5.Weapons that drop behind are in the works.mines are in the plan, but wasn't
completed. We'll definitely have some countermeasures for the front guy to protect himself.
6.Off track enemies have been discussed before, but that will be for later when we have
completed the main parts of the mod.
7.More gameplay modes are also in the works, but we wanna complete the Bots first hehe
after that, we can see what are the stuffs we can do more clearly and do planning and
testing for different gametypes.
8.Regarding controls, it does take some getting used to, but its still playable, Its juz the
timing to release and slide and the timing to catch back the craft to make it go the
direction you want.
9.More vehicles and weapons in the works too! But will need some time![]()
Dna,
10.dna, that was the idea of the game, to learn the map. We actually wanted to have a
super complicated city with all kinda road networks. But don't think many people would
want to do that. Unearthed was the map closest to the original idea that we had where you
had to really know the tracks well. The subsequent maps were simpler, and outskirts was
the latest map. Its kinda to let ppl get the hang of it i guess. Most ppl like Outskirts as it
has the widest and easiest track. I guess its a progression kinda thing, and putting new
players into Unearthed immediately would definitely put them off, except for a small
minority![]()
Lenny
11. The vehicle damage currently is very straight forward, basically just get hit and collect
damages, slow down until you stop when your health runs out thats all. We'll look into the
damage later in the development and see what we can do.
12. I guess the speed thing needs getting used to too. But we still lose to wipeout f-zero
and pod racer in the sense of speed.
13. We'll try to work something out for the chat at the start screen thing. I feel weird using
the console to chat too.
14. The catch up feature is something new, but we'll have to leave it till further down the
road to see how it goes.
15. We can add alot more racers if we wanted to, but we cut to 8, cause having too many
players would cause major lag. Its kinda unplayable on a normal connection, even with 8
players. So its technical i guess.
16. Turbo boost are like what dna has said, its to make it more strategic, though short
controllable boost would be nice i guess.
17. Sorry abt falling off the track. I need to work on my blocking volumes.. :P
18. Not sure abt the pings stuffs. Gotta ask zerobit abt it.
Snyper
19. Glad you like Anomaly hehe, AlienSwarm is good! Damn...and I've never played
F-Zero X be4. No money to buy Nintendo64 :P
dna
20. Sparks and stuffs coming later
21. Sound bug fix would be coming soon
22. Theres something wrong the the collision stuffs. Even if 2 pieces are snapped together
perfectly, somehow the engine would still detect a collision and stop it totally.
23. We'll look into the coins
24. ... and turbo zones thingy too
Jerky
25. Regarding the interface stuffs, it would be redone at later date too
Lenny
26. ok, oval or figure 8 soon :P
dna
27. Yups, guess you noticed the prb with jumping for our mod. would fix that too
yo guys, Zerobit has to handle all programming related issues, its alot of stuffs to handle
so see you guys next year!! :P
hehe
Wow. Thanks for the response black-feather.
If you want us to alpha/beta test changes/improvements, just let us know. I think a lot of us here see the potential for this game and it is a lot of fun (even at this early stage!).
I'm really going to look into making some plain maps for this game. Someone else can skin it and make static meshes.![]()
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Yup, just let us know when you need us.
And when you post the mapping requirements.
hint
![]()
Thanks for all the info, black-featherI look forward to playing your latest builds.
I can't help but wonder ... when do you sleep?Your posts today are after 5am your time
Even I'm not on the forums THAT early
![]()
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yo guys,
some info on map over here if you guyz want. Will be making a base map so you guys can juz use it to make an Anomaly Track.
http://forums.pcper.com/showthread.p...9&page=2&pp=15
I just thought it would be more appropriate and related over at the Anomaly thread,![]()
you guys are really great man,
hehe do tell when you are playing again!![]()
We're kinda low on players for Anomaly. Any Guys from marketing here? Got any suggestions how to create more publicity on this mod? other then pimping on all forums?![]()
come on guys!![]()
need to![]()
no one playing![]()
![]()
Yo dna, the base map for making Anomaly tracks is done. Its a kinda tutorial, with some explaination inside. I've got no server to host it at the moment so if you want, i mail it to you? around 250kb.
Anyone who is interested can email me at raymond@reanimation-studios.com. I will reply you with the file.
btw i do slp, when i got the feeling to hehe![]()

maybe one of the first things to do would be server setup stuff, make it easier to get running, that way a server can be set-up rather quickly, get the use of webadmin worked in. There are several of us that run servers for the helluv it.
Yeah, mail it to me. I got out the UT2K4 DVD last night to look at all themapping stuff. It's been a long time since I've opened up ANY map program, so I'm quite lost
I'd start sending news to the UT news sites, like planetunreal, etc if you wanna get some pimping done for you. Make friends with those guys and you'll get a lot of mileage. I can usually generate about a gigs worth of bandwidth each time I post something to PlanetQuake, so... that's alot of visits/downloads. Well, for someone who's just starting out anyway![]()
So when IS the next game?