im running it in test mode with 19,000 polygons at soft lightmaps, textures set at 256*256, no pixel shaders, and static lights.
tried building a demo of one level/ three segments at half lightmapping, half texture scale and pixel shaders but the compiler can't build the game at those settings on my computer and gets stuck at creating lightmaps. i left it building overnight but no show. i may have to reduce the graphics settings, or do away entirely with dynamic lighting. or maybe use low poly models and do away with pixel shaders. im already building my actors on milkshape on low poly, because i don't like the prefabs.
however will definitely have a playable demo by next week.
the pix are from my iphone cam, cropped to reduce the size. not clear enough. what do you all think?
@neoteny not bad at all but dnt tell me its some space-themed shooter!!anyway would like a demo maybe we can help smoothing out the edges in terms of gameplay,graphics,story etc.great work tho!
thanks. actually for now wthe gameplay is mediocre because of poor AI scripting. Reality Factory is better at scripting but i can move to that only when im done modelling my actors. it also has better lightmapping.
that zombie in the screenshot is cannonfodder, but he is supposed to attack, not just stand there. im rewriting his script though.
see that generator in the last pic? its hovering midair! damn, i misssed that one. back to the drwing board.
it has to be space themed cause my only other option is world war two, and that one im fed up of.
im also dabbling with dark basic, gives great access to direct x.
im making a short movie with Iclone to serve as a front end to the story, and also photoshopping some jpegs for game artwork (menu screens, title etc). but my filter expertise is crappy.