ah, 'kay.Jocchan said:It's intentional, to make that part sound more colloquial
I have a question! How do boss fights work in Bromance mode? I'm assuming both players have two separate Brodacity meters.
ah, 'kay.Jocchan said:It's intentional, to make that part sound more colloquial
Yep, the hardest part should be getting to that point.Cow Mengde said:Awesome. The reason I think there aren't as many people interested in the project as before is because there's not much to show. When we have real gameplay footage and screens, or even a playable demo, I think interest will be back up again.
Yeah. I guess I should've posted it here.Jocchan said:I just saw a black and white artwork of the graveyard on Dropbox, with no name attached. The date is August 18th (right before I got back home, so that's why I missed it). Who made it? So1337?
Yep, it is!so1337 said:Yeah. I guess I should've posted it here.
So, yeah. Is this more or less what you had in mind? I roughly based it on Tyrant Onions sketch. The palm trees were obviously replaced by dead leaf trees.
Movable? As in "Dudebro moves the whole wall"-movable?Jocchan said:Yep, it is!
It would just need some movable walls of loculi
Actually, the two small buildings behind the church are supposed to be crypts or rather, they're going to be crypts.and a couple of crypts somewhere to be perfect.
The details on church, loculi and crypts are going to be very important though.
Oh, by the way, here's a WIP of Brahnson's portrait:
http://imgur.com/gxL07.jpg[/IMG*][/QUOTE]
Badass. This certainly fills MY brodiocity meter. :D
Yep.so1337 said:Movable? As in "Dudebro moves the whole wall"-movable?
Awesomeso1337 said:Actually, the two small buildings behind the church are supposed to be crypts or rather, they're going to be crypts.
so1337 said:Badass. This certainly fills MY brodiocity meter.
Not much work left to do, I'm afraid.darkbanjo said:Is there any help needed with writing or anything related or is that all taken care of?
So kinda like this?Jocchan said:Yep.Switches placed on some tombstones make them slide, opening or closing paths.
Jocchan said:
Exactlyso1337 said:
*blushes*Xater said:Just because I am lazy I'll tell you guys here: I really enjoyed the first podcast you did. Jocchan sexiness is all I have to say.
Thanks man! And yeah, I'm ItalianMetroid Killer said:Yeah the podcast was nice! It really amazes me how pro you guys are about everything in this damn project. The website can never get enough praise either.
I knew you weren't american Jocchan, from the podcast it sounded italian, no?
Keep up the good work!
No clue, maybe it has something to do with the file format?cooljeanius said:Anyone know why downloading the podcast from the website makes it open under "music" instead of "podcasts" in iTunes?
I leave IRC open pretty much all the time, except during the night (European time). So, even if I'm AFK, I can read messages whenever I get back.Diablohead said:How often are you guys on the irc channel?
Diablohead said:Hey guys, sorry for not getting around to posting in here but between a lot of things I either forgot or passed it until later.
I read the pm about still needing modellers and i'm still willing to help, give me a few more days to sort out my portfolio website and some other things and i'll have some good time to model things, I need to login to the share box thing again too because I think it was uninstalled from my pc in a huge clean up for freeing up memory, will get on that tomorrow.
How often are you guys on the irc channel?
cooljeanius said:Anyone know why downloading the podcast from the website makes it open under "music" instead of "podcasts" in iTunes?
Diablohead said:Hey guys, sorry for not getting around to posting in here but between a lot of things I either forgot or passed it until later.
I read the pm about still needing modellers and i'm still willing to help, give me a few more days to sort out my portfolio website and some other things and i'll have some good time to model things, I need to login to the share box thing again too because I think it was uninstalled from my pc in a huge clean up for freeing up memory, will get on that tomorrow.
How often are you guys on the irc channel?
Yes please. This needs to happen. podcasts on iTunes are much easier to listen to and keep tracking of new episodes.Danthrax said:No idea. I was planning on getting the podcast actually on to iTunes soon, so maybe that'll fix it.
Gomu Gomu said:Yes please. This needs to happen. podcasts on iTunes are much easier to listen to and keep tracking of new episodes.
Haha, curious to see him.The Blue Jihad said:Random, but I was at a family birthday party this past Saturday, and I swear one of my cousin's friends is Dudebro. Or at least the inspiration for the cover of Medal of Honor. If I can find a picture of him, I definitely want to share it with you guys.
Well, Unity (especially with Unity 3 behind the corner) is actually a pretty powerful engine.Ajemsuhgao said:I would love to start doing 3d work for this game again, but the super low polygon thing annoys me enough to kill any desire I have :lol
If anyone decides to go to Source or Unreal engine, I'd gladly join.
In fact, I think once this game is done, you should definitely consider moving to a better engine.
Plaguefox said:This has been said before. I'm certain of it.
Dudebro My Shit Is Fucked Up So I Got to Shoot/Slice You II: It's Straight-Up Dawg Time
That's the title, right? Am I the only one that reads the title as the following?
Dudebro My Shit Is Fucked Up So I Got to Shoot/Slice You It's Straight-Up Dawg Time II
Jocchan said:Haha, curious to see him.
Well, Unity (especially with Unity 3 behind the corner) is actually a pretty powerful engine.
Our models are very lowpoly to have a large number of enemies - each with its own AI - at the same time, and to be able to run the game efficiently on a large variety of machines, especially considering browser overhead.
Increasing detail would also mean needing a much larger number of assets, or else the game wouldn't feel right. So, our budget in terms of modellers (very, very low) would be much more limiting than the engine itself.
Lastly, switching engines at this point wouldn't be a wise choice: we'd throw away all the work done on the coding side, and engine changes in general (in both professional and indie games) almost never work out well.
After Dudebro is done? Now that would be a completely different matter
Hopefully!Ajemsuhgao said:Yeah, I never expected this to change engines. It's far to late to do that. Why I said after
This was already discussed, I thinkPlaguefox said:This is an example of an layout that is less likely to convey the wrong title, but I don't know if anyone cares. Anyway, just a suggestion!
Title clarity is extremely important, the exact placement of the II between the two subtitles probably not as much though. In the end it's a matter of choices: we thought a larger II would have been more effective by emphasizing the fact it's the sequel of a game that doesn't exist, and went this way.Plaguefox said:I see! I figured it came up before.
I personally believe that title clarity just as important as visual quality, attention, and identification. I also don't believe that this kind of change would make the logo look any poorer, distract from the viewer's attention, or make the product any more easily confused with future products in the franchise.
Also, in comparison to Among Thieveswhere you've got a clear line dividing the subtitle from the titlethe Dudebro series subtitle and this entry's unique subtitle are both laid out in identical text, blocked so that it is generally read all in one go. It's actually working against clarity, pushing the viewer toward the wrong assumption. So it's really not the number causing the issue, it's the melded subtitle.
Thanks for the feedback, man. Actually, it's much appreciated. The fact we took one decision doesn't automatically mean it's the right one.Plaguefox said:But in the end, I don't know what else might have been discussed. I'm just some guy who popped in one day and went "hey I don't know what this game's title actually is".
Keep up the good work.
Awesomecntrational said:Finally read through this entire thread. I want to help out with the game, so I PMed Danthrax about joining the QA team. Hope I'll be able to help out.
Jocchan said:So, a couple of notes on how the build is progressing:
1. Jumping is officially out. It has been on the verge of getting eliminated for a long while (actually, from the beginning), but we kept it as long as possible to weigh its pros and cons by testing it on the field. And it failed the test. Even though more complex maps were meant to use it a bit more, it's not worth the number of things the mechanic would break. So, it's going to be replaced by something else entirely, something a bit more horizontal.2. The way proximity mines work will change significantly. They were too huge (already meant to become smaller), and always got in the way with physics. Now they're going to work a bit like the Claymores in MGS1 (once you plant one you can't move it), except with a full 360° range and activated manually by the player (as in the QA build).Did someone say "like the Hover Boots from OOT"?
3. Nicjac implemented all-new explosions. They need some tweaking but already look badass
4. The camera is further away, more centered and a bit more top-down. Running through hordes of enemies without bumping into them is much easier.
5. The enemies are faster, Dudebro is slightly slower. Some spawn points have been moved around, so the action is much more hectic.
6. Their AI is currently getting overhauled to allow them to circle strafe around the player. Packing them together into one group will be harder.
7. The weight of throwable objects (crates, barrels) has doubled. They behave more realistically now, especially the barrels had one issue with their collider fixed.
8. Curved pipes now have the correct collider. No more bullet holes in mid-air.
Sounds good?
Sounds very good! I like these changes quite a lot.Jocchan said:So, a couple of notes on how the build is progressing:
1. Jumping is officially out. It has been on the verge of getting eliminated for a long while (actually, from the beginning), but we kept it as long as possible to weigh its pros and cons by testing it on the field. And it failed the test. Even though more complex maps were meant to use it a bit more, it's not worth the number of things the mechanic would break. So, it's going to be replaced by something else entirely, something a bit more horizontal.2. The way proximity mines work will change significantly. They were too huge (already meant to become smaller), and always got in the way with physics. Now they're going to work a bit like the Claymores in MGS1 (once you plant one you can't move it), except with a full 360° range and activated manually by the player (as in the QA build).Did someone say "like the Hover Boots from OOT"?
3. Nicjac implemented all-new explosions. They need some tweaking but already look badass
4. The camera is further away, more centered and a bit more top-down. Running through hordes of enemies without bumping into them is much easier.
5. The enemies are faster, Dudebro is slightly slower. Some spawn points have been moved around, so the action is much more hectic.
6. Their AI is currently getting overhauled to allow them to circle strafe around the player. Packing them together into one group will be harder.
7. The weight of throwable objects (crates, barrels) has doubled. They behave more realistically now, especially the barrels had one issue with their collider fixed.
8. Curved pipes now have the correct collider. No more bullet holes in mid-air.
Sounds good?
Yep. Please help spread the word.cosmicblizzard said:Today's update is actually a job posting. We're running short on people in certain fields (many have disappeared entirely) so we thought now was the right time. Take a look to see if you want to help out. It's not limited to gaffers, so any lurkers without accounts reading this, you're eligible as well.
http://www.grimoireassemblyforge.com/dudebro2/site/?p=1064
If you meet any of the requirements, please contact us through the website or PM Danthrax.
The more people on the project, the better. Don't f*cking say you're gonna help and then disappear. That just gets frustrating, and leads to more busywork on our end chasing you down. Just be coolJocchan said:Yep. Please help spread the word.