Thanks. What I am planning to do is rather complex, but has potential judging by the concepts that actually worked with other games worldwide, but it will highly depend on new content to be developed even post-release to make the gameplay more varied and interesting.papercoffee wrote:I can totally understand you ...If you need help ...concept graphics or textures for your next project, feel free to ask me.
For now I will only plan and do the core of the game and some content for it alone (and it will probably take a good while), and if I get to finish the basics ever (I plan to, but you never know...), then I may start recruiting developers (modelers, sound and music artists, texture artists, etc) just to add more content to it.
This also has the advantage that I can release the game in alpha state or closed beta sooner since I don't have to worry with mismatches online (which was also why I couldn't release public betas or unfinished content relative this mod).
Anyway, it's all still very rough in thought and I still need to practice with the tools a lot more to start what I want more seriously. I also need to study the structure of UDK better to understand how the whole code interacts and which features I must consider, and how do weapons actually work there. Right now all I can say is that it seems to be very easy to understand to whoever knows at least 70% of the current UEngine, and it's actually easier to handle (for instance, replicated functions are declared in the function itself rather than a replication block, which is pretty neat, and weapons have already tons of handlers for animations, different firemodes and whatnot, and finally they put the offline state together with the online state in a simpler unique state, this was a huge flaw with UT too), and the whole code is commented unlike in UT (actually too many comments there for my taste, but useful for newbies like me).


