BioShock in Source-looking for crew!

Discuss modifications and also recruit team members.

Re: BioShock in Source-looking for crew!

Postby The_Nihilanth on Sun Feb 27, 2011 10:56 am

DonPunch wrote:I can help you with making all the models, level design, and coding. I just wont help with the play testing.

Thanks for offering to help! I'll PM you right now.
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Re: BioShock in Source-looking for crew!

Postby ad_hominem on Sun Feb 27, 2011 12:03 pm

Armageddon wrote:You need to stop making an ass out of yourself, no one is going to work for you if you act like this.


Act like what? He's been nothing but friendly and courteous from what I've seen.

As for the mod idea, it's an interesting thing to try to do. It reminds me of the mod that tried to recreate the HL2 that we saw from the leaked beta. However, I would recommend that you try to get to grips with the tools you're planning on having your team use. That way, you'll be able to help progress on the mod, as well as having a clearer idea of what you can and can't do within the engine.
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Re: BioShock in Source-looking for crew!

Postby The_Nihilanth on Sun Feb 27, 2011 12:30 pm

ad_hominem wrote:
Armageddon wrote:You need to stop making an ass out of yourself, no one is going to work for you if you act like this.


Act like what? He's been nothing but friendly and courteous from what I've seen.

As for the mod idea, it's an interesting thing to try to do. It reminds me of the mod that tried to recreate the HL2 that we saw from the leaked beta. However, I would recommend that you try to get to grips with the tools you're planning on having your team use. That way, you'll be able to help progress on the mod, as well as having a clearer idea of what you can and can't do within the engine.

Thanks for the tips (and the compliment :-) ). The only thing that I'm very curious about right now is this: Is it possible to have some sort of currency in the game? Or maybe modify the code for the HEV batteries so that instead of absorbing damage, the 'money' can be spent in genetic upgrade machines where you can buy "gene upgrades" (fancy weapons that look like mutant arms)? Like I said, I'm first working on a shorter mod based off of a short story I wrote. Hopefully, it'll be enough to convince you guys that I'm serious about this.

Thanks again for the tips, and thanks to everyone who's helping!
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Re: BioShock in Source-looking for crew!

Postby cheesemoo0 on Sun Feb 27, 2011 6:56 pm

The_Nihilanth wrote:
DonPunch wrote:I can help you with making all the models, level design, and coding. I just wont help with the play testing.

Thanks for offering to help! I'll PM you right now.


I don't mean to be a downer, but he was joking.
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Re: BioShock in Source-looking for crew!

Postby The_Nihilanth on Sun Feb 27, 2011 10:59 pm

cheesemoo0 wrote:
The_Nihilanth wrote:
DonPunch wrote:I can help you with making all the models, level design, and coding. I just wont help with the play testing.

Thanks for offering to help! I'll PM you right now.


I don't mean to be a downer, but he was joking.

...

I dun goof'd.
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Re: BioShock in Source-looking for crew!

Postby Dr. Delta on Sun Feb 27, 2011 11:35 pm

WAIT LOL WUT?
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Re: BioShock in Source-looking for crew!

Postby LordDz on Mon Feb 28, 2011 12:27 am

Sorry man, but unless you start showing those concepts / actually do some work on your own, you're not going to go far with this. :)
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Re: BioShock in Source-looking for crew!

Postby The_Nihilanth on Mon Feb 28, 2011 12:53 am

LordDz wrote:Sorry man, but unless you start showing those concepts / actually do some work on your own, you're not going to go far with this. :)

The concepts should be up tomorrow. Also, as per doing some work in the actual Hammer editor, I think that I'd be able to make very rough and unpolished maps, and maybe somebody can improve in them?
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Re: BioShock in Source-looking for crew!

Postby Mephasto on Mon Feb 28, 2011 1:46 am

Well, interesting idea. I dont know why you want to do this on source tho, might be easier to use UDK (Bioshock used modified udk engine)

I recommend you build just one small level first, project like this has insane scale in terms of work. As someone already pointed out, there is way too many "idea" guys who have nothing to show. Anyone can come up with idea like this, since its related on genre that has already been invented. I'm looking forward on concept art (not the Irrational Games ones..) Textures and some map work.

Do you have any previous work to show off from other projects? If this is the first source mod, i'd say its too big to chew.

Here is example what can be done with source given the proper time and skill. Credit goes to Vivi.

Image

Image

Remember to add proper music like this and Vo'la.

http://www.youtube.com/watch?v=FbvJerWRxhM
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Re: BioShock in Source-looking for crew!

Postby The_Nihilanth on Mon Feb 28, 2011 1:57 am

Mephasto wrote:Well, interesting idea. I dont know why you want to do this on source tho, might be easier to use UDK (Bioshock used modified udk engine)

I recommend you build just one small level first, project like this has insane scale in terms of work. As someone already pointed out, there is way too many "idea" guys who have nothing to show. Anyone can come up with idea like this, since its related on genre that has already been invented. I'm looking forward on concept art (not the Irrational Games ones..) Textures and some map work.

Do you have any previous work to show off from other projects? If this is the first source mod, i'd say its too big to chew.

Here is example what can be done with source given the proper time and skill. Credit goes to Vivi.

Image

Image

Remember to add proper music like this and Vo'la.

http://www.youtube.com/watch?v=FbvJerWRxhM

Thanks for your input! Here's my response:

-I've tried UDK before, but I honestly don't think it's right for this. Sure, the graphics are great, but I think that the Source engine is both easier to use and will give me the results I'm expecting.

-I've made personal, small maps in Source before, including a rough duplication of Half-Life's test chamber. Unfortunately, that was before I got a virus and had to wipe my hard drive. ¬_¬

Anyway, do you guys think that I should assemble a team for BioShock Redux, or first try to show you what I can do with a short mod?
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Re: BioShock in Source-looking for crew!

Postby marks on Mon Feb 28, 2011 2:05 am

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Re: BioShock in Source-looking for crew!

Postby poisonic on Mon Feb 28, 2011 2:16 am

hmm good luck ill be not joining this party..... if you had an original storyline i maybe would be intrested...

1 you give just to less information....
2 you can think you can walk away with that 2 scripts on the internet, have you ever played bioshock? because this script is faulty
3 do you think you can walk away unharmed if you just want to make 1 on 1 copy of Bioshock....
4 do you actualy know what making a game is?
5 hammer concept art is worth shit to a modeler who needs to build complex models from blue prints.... (so get your paper and pencil ready)
6 is it not better to come up with your own game instead of ripping/mirroring an already existing game????
7 how do you make your concept art so quick (while for my game i drew hunderds of sketches to get what i want)
8 where is your guiding book that will lead the modelers,texture artists,programmers,sound artists to their ultimate goal 12 pages isnt good enough to get a clear picture of what you want
9 do you have the "REAL" skills to keep your crew motivated and have energy enough to help them reach the finished product....
10 do you know the borders of the source engine on what is possible/in your head you think without any hold ups but when you want to implant some ideas you could be limited by the things you did not know yet...

and the last part it will take a person at least 10 years to get on a good level in understanding how a game is build....
so if you just have decided to make games join a mod group to gain experience that you can later on use in your own project....

you will need a Producer,Designer,programmer,visual artist,Audio artist,Quality Assurance Specialist.....
good luck on finding those!

i do not want to disencourage you but i want to point you at the problems you will face during modding you game...
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Re: BioShock in Source-looking for crew!

Postby poisonic on Mon Feb 28, 2011 2:17 am

Mephasto wrote:Well, interesting idea. I dont know why you want to do this on source tho, might be easier to use UDK (Bioshock used modified udk engine)

I recommend you build just one small level first, project like this has insane scale in terms of work. As someone already pointed out, there is way too many "idea" guys who have nothing to show. Anyone can come up with idea like this, since its related on genre that has already been invented. I'm looking forward on concept art (not the Irrational Games ones..) Textures and some map work.

Do you have any previous work to show off from other projects? If this is the first source mod, i'd say its too big to chew.

Here is example what can be done with source given the proper time and skill. Credit goes to Vivi.

Image

Image

Remember to add proper music like this and Vo'la.

http://www.youtube.com/watch?v=FbvJerWRxhM


And remember VIVI is a master :D
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Re: BioShock in Source-looking for crew!

Postby Armageddon on Mon Feb 28, 2011 2:20 am

Mephasto wrote:Well, interesting idea. I dont know why you want to do this on source tho, might be easier to use UDK (Bioshock used modified udk engine)

I hate it when people get this wrong, Bioshock used a modified Unreal 2 engine, 2K's edit called Unreal 2.5 with added water physics. Also we've already told you to make a short mod first. :roll:
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Re: BioShock in Source-looking for crew!

Postby marks on Mon Feb 28, 2011 2:25 am

Unreal Engine 2.5 is actually the version that Unreal Tournament 2003 and 2004 ran on, I believe you will find. I find it unfathomable that Bioshock would have not been on some version of Unreal Engine 3.0
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