Before starting off my response to this post. First let me say thank you for taking the time kojin^ for post our game on the forums here. However it might be against the rules seeing as its a rival product in a sense. Either way, thanks a ton.
I actually really, really like Xonotic. The bunnyhopping system that was implemented was inspired by Xonotic. I even ordered our programming team download Xonotic to discuss with them all of the things we liked in your game to see what we could build off of. And publicly and in a recent video (not the ESR one) we just recorded I even complimented your game and how its influenced us.
I respect Xonotic still as a game, but the team behind it just lost my respect personally for the rude and unwarranted comments presented in this thread.
Though, its a shame. People are going to BM you, especially when you are a team really trying to do something different and unique. Our game is getting a lot of unwarranted hate and disrespect, that honestly, I don't think we deserve.
But I know our project is going in the right direction. And the esports investors and organizations who we are in talks with agree.
(04-22-2014, 07:40 AM)Mirio Wrote: [ -> ]The name is bad, due to not the best reputation of Nexuiz. However they did not know about that game even.
This has way too much movement "styles" I believe .. it's like "let's throw everything from arena FPS games around into it".
And no health/armor pickups seems weird in first place.
I do like the tutorial level/video much: https://www.youtube.com/watch?v=Gwxutxn5pu0
I guess it's going to be a niche shooter like Xonotic, Warsaw (they got Greenlight as well) and QuakeLive will stay superior in this genre.
One thing I can agree on 100% is the name. Its still a hotly debated topic amonst the team. What I can say is to think of it a project name and not a final one.
There are powerups and pickups throughout the map. We just got to explaining some of that in a video I'm currently editing right now. What I will say is that its 100% unique to us in the context of an arena shooter. Nobody has tried what we are doing in that context. If you are interested follow us on reddit.com/r/projectnex to get a notification when its up. I don't want to advertise our product here like that out of respect for the devs.
(04-22-2014, 01:00 PM)Mirio Wrote: [ -> ]Their name is based on the Latin word, which means "death/murder".
The trademark is "Nexuiz" and not "Nex" ?
Correct! That was initially the reasoning for the name because when we planned to also have a SP campaign it fit with the story.
Law wise we are in the green to use Nex. It doesn't step on Nexuiz.
(04-22-2014, 02:08 PM)machine! Wrote: [ -> ]Two devs, yet they only look for more artist? Just a bit skeptical how realistic this project is.
Actually we have a programming team of three right now. All but one less experienced programmer (boy holy damn does that guy sponge up information) have 8+ years of professional experience. One main netcode programmer, and the other two help out here and there. One to program the game itself, and the third programmer ties it all together. Our programming team right now is lightyears ahead of the art team, which is rare for indie games.
We're looking for more artists because many times people only really make a model for you and then just disappear. Thankfully we just hired a part time modeller out of pocket for weapons. And we have some awesome concept artists, but we haven't showed much concepting yet.
Here is our shield gun we just have near completion: (We also got Marmoset for Unity, so I can't wait to mess with it so that we can achieve a look just like what you can see here)
This is the low poly model, 5k, 4096px textures which will be brought down to 2048. But we are using Amplify Texture so maybe we can get away with the crazy res at no ram overhead. Hm, not sure, we'll see.
(mod edit: image resize, click on it for full)
I have high standards and will turn away free help if its mediocre. As the art director, my job is to make the game look good by guiding the artists. They are the inhabitants in a vehicle on the highway, and I'm the GPS system getting them to their destination system. And I need artists in the same vehicle and not in a different car on the other hemisphere.
If our team didn't have the talent it has, our goal would be unrealistic. But thankfully we have some incredibly awesome, kind dedicated people on our team.
(04-23-2014, 05:27 PM)Smilecythe Wrote: [ -> ]Apparently they will be implementing bunnyhopping as well.
Also, I'm liking the 00's looks of the map design.
Edit: Yeah well heres the video in case you didn't check kojn's link.
We are going to release another video explaining how bhopping is really going to be implemented. This was more of a proof of concept rather than a final project. We just tried to be more transparent, and sadly we'll have to reduce the opacity on the transparency node in the material editor it seems.
The map style is oldschool, but not sure if it will stay that way or not. If we have to go BSP that's fine, but if funding allows, I want mesh based design. We'll see. Either way, thanks for the compliments.
(04-24-2014, 12:18 AM)aa Wrote: [ -> ]No, actually none of us even looked at it, we started ctritsizing it reflexively.
That's a shame. You should always keep your eyes on the competition. Criticize all you want. Because your rude, unwarranted, negative attitude towards us for no reason makes me want to crush the competition even more. You can keep that elitist attitude, but we at Nex don't put ourselves above anyone in such a manner.
This elitist "I'm an arena FPS fan, everyone else sucks" attitude is what keeps producing dead games like Xonotic and Warsaw (even though they are great games, and I do mean that). Nex is inclusive to everyone. None of on the team personally think that we are superior to everyone else. I've sat and watched most of the videos all of our competition has to offer. I respect them, you never know if suddenly they are going to make something great. And you nudging us off like this shows overconfidence and arrogance.
If our extremely successful Greenlight shows anything, its that this is a product a significant amount of people want. Titanfall proves to me that the general gamer just wants cool 'parkour' movements to do around the map and to shoot things. Our game delivers that on the lower levels, but so much more on the competitive aspects. We're making a video explaining this in detail, I jsut got to get back to editing it.
Anywho, thanks for your time everyone,
Antonio