Posted on Mon ,25/10/2010 by ninjadave
I’m sorry for my lack of recent updates. Gears are still turning, its just a lot of our work so far is background and layout. Fortunately our newest member Mohzart is already up with some concept.
This is a sneak peek at East, one of the upcoming main characters.

East
Stay tuned for more!
Also the development team is on lookout for a talented and well rounded programmer who knows C++. (Experience with Chrome engine preferred) If your interested toss an e-mail over to …
Categorized under :Dev News
Posted on Sat ,04/09/2010 by ninjadave
Hey everyone!
If you haven’t seen them already, you can now follow us on Facebook, Steam Community, and (still) Moddb!
Hopefully we’ll have some new media on the way soon!
Thanks for reading!
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Posted on Sun ,08/08/2010 by ninjadave
Adrian’s Infested model looks scary.
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Posted on Wed ,28/07/2010 by ninjadave
Got to admit, Chrome looks pretty sleek.

Design Document, check. Bundles of old models moved over, check. Concept? Check.
Looks like things are going good so far. The new Cc officially starts in August, so we’re ahead of schedule. 
This is pretty exciting. Now we need to make a bunch of level stuff and make something out of it.
Kind of a shame. Anything that was made by a member who is now not part of the team, can’t be used unless we get permission. Unfortunately some ex-members are very difficult to get a hold of.
Oh well, we’ll get to that bridge when we cross it. Or is that how the saying goes?
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Posted on Sun ,11/07/2010 by ninjadave
Hi everyone!
Well we’re back. I don’t really have anything to write and nothing new to show so…
Bye everyone!
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Posted on Sat ,27/03/2010 by ninjadave
After a no-team deathmatch between Me, Vince, and Warlord; We concluded a few things.
The first one being: I need to get AI back up and running and make the co-op more… co-op! Warlord has already been working on a map which he won’t tell me about…
Anyways! We brought up ‘Recoil-Based weapons’ a looong time again and I don’t think I ever fully explain how that works. Or what it is really.
Modern Warfare 2 Ak 0:40 (Not the best example but works for me!) shows the standard gun firing for Call of Duty. In CoD guns randomly deviate as your firing. Just holding the trigger makes the bullets cover the room and the crosshair very big, while your gun usually stays in the center and re-adjusts after your done firing.
Recoil based weapons kick up after each shot and don’t automatically re-adjust. During the deathmatch we used Ak-47s (Woo!) which were cranked up with recoil. I felt when your using the sight, the recoil is much more noticeable, randomly hip firing was a breeze.
It was also noticeably difficult to keep accurate fire on a distant target.
Of course the recoil is based on caliber. Talking stats here, this means that caliber is directly proportional to bullet damage, and thats directly proportional to recoil.
I think this is a good way to balance the weapon stats out. I always felt people pick the weapons with the most power packed into them.
Another thing I noticed is that the health was amazingly low. You can last 2-3 bullets before your dead, which is more than likely much too low. We are aiming for realistic, but surely with advanced sci-fi armor, you would be able to handle more.
Another major thing we found is that Vince is a pretty good shot. He quickly found that spawn locations are pretty flawed. So a spawn system is in order. Guess I’ll work on that.
Working on AI and streaming the maps is more than likely the best route, then begin slowly detailing game-play.
Oh and I added a small exp and leveling up system for the fun of it. You get 10 more health per level, which I thought was neat.
Categorized under :Dev News
Posted on Thu ,18/03/2010 by ninjadave
Nothing really funny. Well kind of.
First off I’d like to applaud CrazyYarick, our new prop modeler, who we’ve immediately assigned to create a player model. He signed on as a prop modeler so I’m kind of thinking about getting him back to his original job.
Anyways we discussed a bundle of various artistic techniques to make up for some rather unfortunate shortcomings of the engine. We did officially conclude some better lighting and use of color could be used. (An example picture is in order.)
I know that might defeat the point of having a dead looking city, but I don’t think dead always means colorless.
As mentioned in the last post, I proposed branching levels. Somehow I generally assumed this meant the storyline would progress chronologically, but out of the blue Warlord proposed we could introduce certain scenes from flashbacks.
Suddenly crazy ideas started flowing, and now I’ve begun to write a script to fit this accordingly. Got an e-mail to fire off to a certain voice actor as well!
This is quite exciting.

I’ve got quite a lot of programming to do! Still need to fix some sort of bug FoTacTix is running into.
Its ok, because I’ve horribly messed up reconfigured the default weapon right now, which still needs heavy improvement.
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Posted on Fri ,05/03/2010 by ninjadave
As you may have even noticed from our Moddb post, an early release seems like the way to go.
Vince had a chat with a member of Valve, and he pointed out many things we should be doing. I don’t have the full conversation but Vince could link it or write down some main points if he feels like it.
I can just about officially (in a sort of unofficial way) that an early release is unofficially, officially, on the way.
I’m being a little vague intentionally.
The design thats going for us right now is a decision based storyline that also DRASTICALLY affects game-play.
For example, you may presented with two different paths, you could chase after a known scientist to follow up clues on the infested virus (sneaky and exploring), or continue on your war-path to taking down a legion fortress.
Following the scientist’s trail would lead to a giant ‘free roaming’ map, and will give you the option to find stuff and avoid infested. Fighting the infested head on would make choosing the war-path route look like a cake-walk!
Fighting along the war-path would take out the free roaming and put the players on a linear (mostly) route to leading to the next objective. Note that the players will lose the scientist’s trail, and to finally find it again, they would have to re-start the game and try another style of game-play. I may or may not hide secret levels and alternate routes too.
The real concern here is, again, player models and animations. We’ve nailed it down to using default animations in torque (ugly) and eventually doing something neat… when we can.
Another example
For a first release, the branch of level paths will look more or less like this.
Later on though, it will be a lot more interconnected and branchy.
More or less, the ending will usually result in a single final level. The only difference is the knowledge you’ve gained during your progress and weapon upgrades.
Cheers!
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Posted on Sun ,13/12/2009 by ninjadave
Unfortunately,
We haven’t had an update in a short while (A whole month!). So I guess I get to explain a bit.
With news of the Unreal Developers Kit (UDK), we jumped at the idea. I mean, this was Unreal! Since TGEA was not able to do near enough for us, we tossed it aside and did everything we could to get UDK up and running.
Well as it turns out, none of us know anything about UDK, and since we ran into a wide variety of problems with it, we gave up and decided to make the only clear choice.
Torque 3D!
Before we even began to think of T3D, Warlord and I decided to do some testing on TGEA. Sure enough I re-built Cc and we were playing a smaller but neato version of Crimson Crow. Hopefully soon enough we can have the co-op and AI features re-built.
With that note, Warlord and I also tossed some ideas around, one of them particularly very appealing. Hmm, maybe next few posts we’ll have something worth noting!
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Posted on Fri ,06/11/2009 by ninjadave
Sorry we’ve been so quiet lately!
But its ok! We have some very important news up our sleeve! We just can’t tell anyone yet!
I also love exclamation points! Because I’m excited about the news!
But I can’t talk about it! So this is really really just dragging on!
Ok I’m done. We have some media hopefully real soon for you guys!
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