Lugaru 2

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David
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Lugaru 2

Post by David » Wed Jul 06, 2005 7:10 pm

This will actually be my next project.

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ridestowe
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Post by ridestowe » Wed Jul 06, 2005 7:11 pm

*high five*

rkn
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Post by rkn » Wed Jul 06, 2005 8:03 pm

I'm assuming Lugaru 2 will be programmed from your new engine? And you're gonna program it for dual-platforms (as opposed to porting), right?

David
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Post by David » Wed Jul 06, 2005 8:28 pm

Yes, it will use the Phoenix engine, and be developed simultaneously for Mac and PC.

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Lugaruman100
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Post by Lugaruman100 » Wed Jul 06, 2005 8:46 pm

This is very suprising. So when will we be able to see some screenshots?

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Blorx
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Post by Blorx » Wed Jul 06, 2005 8:59 pm

I see he's quite serious about this. I might be able to do sounds...I'm working on getting the position for SFX artist for the 0 A.D. team and things are looking good so far, keep in mind that school starts back in August and I have tons of summer work, though

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Lugaruman100
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Post by Lugaruman100 » Wed Jul 06, 2005 9:06 pm

I wish I could help out.

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ridestowe
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Post by ridestowe » Wed Jul 06, 2005 9:18 pm

i'd be more than happy to design weapons, in-game scenery and static objects for the game.

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Usagi
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Post by Usagi » Wed Jul 06, 2005 10:32 pm

:!:
Last edited by Usagi on Thu Oct 20, 2005 10:14 pm, edited 1 time in total.

Flickta
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Post by Flickta » Thu Jul 07, 2005 12:14 am

Hooray! Will we get fur?
And liquids (even primitive animated texture will do, but nice shader water will fit better)

And how about moving some weapon and character statistics into an xml file for easy editing? Of course, all values will be built-in, but there could be a checkbox "override built-in values". Also, a way of adding models to the game, say, an exporter from Maya... Well...

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Lugaruman100
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Post by Lugaruman100 » Thu Jul 07, 2005 12:19 am

I hope turner will have real fur, like foilage.

David
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Post by David » Thu Jul 07, 2005 3:51 am

Planned features include detailed fur, much better mod support, and nice water effects.

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Post by theblob » Thu Jul 07, 2005 3:56 am

Any new races planned? Also i hope the campaign is longer than the original's (Not meaning to criticise)

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Post by Nayr » Thu Jul 07, 2005 8:23 am

BTW, just so everyone knows, simulating water is NOT simulating liquid. that is the most computationally expensive effect known to gamedevs. We fake it, instead :P

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Blorx
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Post by Blorx » Thu Jul 07, 2005 9:33 am

Heh, water can be much easier than liquid, unless you want the whole swimming thing, then you need to tint it blue underwater

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