Survive
We're creating a game first and foremost about your choices, and those choices determine your survival in this zombie-filled world. The goals you have are the goals you set. Scavenging, exploring, fortifying, building, barricading, and of course, fighting off the zombie hordes.
Explore
The world of The Dead Linger is randomly generated, and it is the size of a small planet. We don't simply mean it's large, we truly mean it's planet-sized. About 32,000km x 32,000km (alates UE4 peale kolimisest on maailma suuruseks 324km2) , to be exact. Every new world created will be different, and you can explore every inch of it, indoors and outdoors, every window, every door.
Fortify
You've found a hideout. Now what? Barricade it! Fortify it! Defend it! You probably need a place to keep your stuff. You might need a place to house your clan, or maybe you just like a particular building you found. If you choose, you can fortify and defend
With Friends
Supporting up to at least 16 players in a single world, The Dead Linger can be played solo or with a group of friends watching your back.
And Enemies
We're bringing Player vs. Player to the zombie apocalypse! Have you ever wanted to shoot it out through a massive city-scape, with zombies intermingling and causing chaos in between? The Dead Linger will feature solo, cooperative, and PvP game modes for whatever flavor you prefer.
Release Plan
In order to get TDL out there and into your hands as soon as we can, we're releasing the game once it is in a polished Alpha stage. Players will be able to buy it for a lower price during Alpha, play it, and give us feedback and suggestions. The game will eventually migrate into Beta stage, and then the final Release stage.
We want nothing more than to see The Dead Linger created. It's a game that we want to make, and we want to play. We want you to be a part of it.
Järjekordne avatud maailmaga zombie survival mäng, mis väärib tõenäoliselt rohkem tähelepanu, kui The WarZ ja millest võib kujuneda tõeline konkurent DayZle.
Mänguarendajaks on Sandswept Studios ja rahastajaks rahvas ise läbi Kickstarteri.
Mäng on hetkel alpha staatuses ehk siis oma arengu päris alguses. Sellest hoolimata lisatakse uut kraami ja parandatakse vigu pea sama tihti, kui meil lund sajab.
Hinnaks 19,99$ (ostad korra ja on igavesti sinu!)
tundub asjalik jah. graafika/art on veel muidugi väga poolik, aga alpha ka.
linuxi ja maci Pordid on ka lubatud mingist hetkest _________________ Linux Gaming Videos: Xpander69
Ma ei pööra küll eriti tähelepanu mängude graafikale, nt vanakooli mängud nagu heroes of might and magic 2 või isegi doom... on minu silmis väga hinnas, aga no kurat. See mäng näeb ju täiesti ilge välja. Üldiselt vähemalt minul ei meenu praegu ühtegi mängu, mis nägi alpha staadiumis välja täielik pask ja peale väljalaset talutav. Mis kord on pask, jääb pasaks.
Loomulikult võin eksida ja loodan, et eksin ja loodan, et see mäng saab superäge jne... parim zombimäng evar... aga... nii optimistlik nagu ma ka püüan olla, ei näe ma praegu, miks see alpha peaks teistest alphadest kuiadgi erinev olema?
Aga no mis seal ikka. Loodetavasti lähiajal näeb paremaid animatsioone ja valgustust, kuigi kahtlen selles.
xpander kirjutas:
tundub asjalik jah. graafika/art on veel muidugi väga poolik, aga alpha ka.
linuxi ja maci Pordid on ka lubatud mingist hetkest
Vale. Midagi pole lubatud. On öeldud, et sellega ei tegeleta ja "nad tahaksid" mainitud platvormidele mängu kunagi tulevikus teha. Rõhk sõnadel tahaksid, tulevikus, ei tegeleta.
What about Mac and Linux pre-orders?
The game is currently not in development for Mac and Linux at this time, but we would like to bring TDL to those platforms in the future. If you purchase it for PC now, you will be able to play your copy on future platforms in the event that we do port to Mac and Linux. Stay tuned.
tahaksid. lugesin veidi valesti suure õhinaga alguses
aga küll tuleb, tegemist ogre3D mootoriga millel native versioon täiesti olemas. ning arvestades et tegemist kickstarteriga siis küll piisavalt peale käiakse et need Pordid tuleks. _________________ Linux Gaming Videos: Xpander69
viimasest videost näha, et asi on kõvasti edasi arenenud sellest, mis ta kuu-kaks tagasi oli.
arma2-st on isegi inspiratsiooni võetud - paremale-vasakule vaatamine. asi, millest ma nii mõneski mängus puudust tunnen.
Tüübid on ikka väga usinalt asja kallal. Twitter on huvitavat ja paljulubavat kraami täis
006 pätsiga, mis peaks välja tulema jaanuari esimeses pooles, lisandub:
tsitaat:
- World Generation Overhaul (huge, but we'll just list it as one thing)
- Ladders, even basic.
- Attach to ladder by running up to it.
- 2 and 3 story homes.
- Farmhouse.
- Barn / Silo.
- Farm fields with lots of crops.
- Better internal control over how we generate things.
- Better 'biome' control. Forests, suburbia, and towns better defined and more realistic look and layout.
- Larger buildings, such as a grocery store and [redacted].
- Some fixes to gun reloading.
- Gun Recoil (possibly basic to start with)
- Some general gun mechanic fixes.
- Better framerate
Seda teemat vaadates on näha ilmselgelt, et kasutajale allavett antud mäng ning tootja poolt kasutatav promokampaania tohutult meeldib. Isiklikult... ahh.h... fhhhh... kurat ma ei kannata sellist pooliku toote promomist. Mitte põhimõtteliselt, lihtsalt kui mäng meeldiks, oleks ikka jube raske oodata. Pidevalt vaatad, et "ai... kurat asi ikkka nii poolik ja huvitav, millal välja tuleb". Kui praegust temot tootja jätkab, siis mul on tunne, et selllest võiks arvestatv mäng saada... no umbes 2 aasta pärast?
Sellega loomulikult ei taha ma öelda, et tegu oleks halva mänguga või kasutaja allavett kuidagi tross oleks vms
Lihtsalt inimesed erinevad. Thx, et neid uuendusi siia aegaajalt teed. Ps. sa mänguga päris hästi kursis vast. Kui oskad midagi rääkida, mis võiks huvitav olla, aga teemas pole veel mainitud, siis anna minna Loeks rõõmuga. Zombiteema iseenesest huvitav ja sellle žanri mängudel ja meelelahutusel on veel kõvasti arenguruumi.
20.03.2013 11:36
Eks jah, maitseid on erinevaid
Mulle näiteks väga meeldib, kuidas nad oma toetajate/jälgijate/mängijatega suhtlevad. Väga põnev on vaadata, kuidas mitte millestki sünnib midagi (minul vähemalt).
Ise ostsin mängu eelmise aasta lõpul ära ja peale iga suuremat uuendust olen tunni-paar ringi liikunud.
Mäletan hästi esimest korda, kui jooksin ühte majja, kuhu loomulikult zombid järele lidusid. Tegin siis majas vähe vale pöörde ja sattusin tupikusse. Üks hetk hakkas ukse taga jube prõmmimine pihta ja kuna mul relva polnud, siis neid maha tappa ka ei saanud. Õnneks oli ruumil üks aken, mille sai jalaga puruks lüüa ja siis selle kaudu plehku panna. Väga mõnus tunne oli
Mäng on veel loomulikult toores, kuid päris korralik vundament hakkab alla saama ja asi läheb aina paremaks. Peale paari uuendust - vahest, kui 009 välja tuleb - julgen sõpradele ka soovitada. Samas, kuna on näha, et kõik liigub õiges suunas, siis ei oleks praegugi halb otsus mängutegijaid toetada.
Gameplay Changes:
•Massive Feature: Fall damage has been added for both survivors and zombies. Watch your step!
•Survivors can hold crouch (Default: Left CTRL) at the last second to mitigate substantial amounts of damage from a fall. We recommend using this technique often, or you will have very sore ankles.
•Added a message on the death screen for dying from fall damage.
•Massive Feature: Free-form nailing of wood for barricades and structures is now available.
•Boards that are nailed up to cover doors and windows will have to be destroyed by survivors and zombies before they can progress past them. Improperly positioned boards will not stop zombies. The effectiveness of a barricade is directly proportional to the positioning of the boards by the survivor.
•A message now appears in the chat box if the survivor tries to open a door that is blocked by something, such as a nailed up board.
•To nail a wooden object to another stationary object, equip a hammer and grab a 2×4 or similar piece of wood. (Default: Middle Mouse Button or C key) Position the board against a stationary object, and then press melee attack to nail the boards into place. (Default: Left Mouse Button) This process takes 1 second. This system currently does not require nails, but it will in a future build. Build well, Survivors.
•Survivors can remove a board by using secondary attack (Default: Right Mouse Button) while wielding the hammer. This will pry the board off of the surface after 2 seconds. This is the only way to salvage a board after it has been nailed to a surface.
•Doors can not be opened if there is a board nailed across them.
•You can now drive wooden 2x4s into the ground as posts. You can do this by equipping the Sledgehammer and grabbing a 2×4 or similar type of wood. Position the object vertically by rotating it (Default: Right Mouse Button) and hold it there, touching the ground. Then pound the object into the ground by using your melee attack (default: Left Mouse Button.) This action can only be done on terrain, such as grass or dirt.
•Items that can be nailed by a hammer can no longer go into your backpack while you are wielding a hammer. (Example: The 2×4 weapon can not be put into your inventory while holding a hammer. We found this causes far less annoyance for Survivors when they’re trying to pick up 2x4s to nail them to a wall.)
•There are now multiple nailable objects, such as varying lengths of 2x4s, and a few plywood sheets. They can be found in piles in random suburban backyards, or by chopping down trees and telephone poles.
•Note to builders: You can currently climb ladders while grabbing objects and holding them in front of you. This is working as intended. While slightly unrealistic, we feel that the gameplay gains a substantial benefit from this.
•Massive Feature: Trees can now be cut down by hatchets and fireaxes, and they will drop wood. Larger trees will take longer to cut down, but yield in more wood.
•Two new sharp weapons have been added; a one-handed Hatchet and two-handed Fireaxe.
•Fireaxes will cut a tree down slightly quicker than a hatchet.
•Cutting trees with axes will reduce their durability.
•Major Change to Sprinting: In order to improve long-distance travel, Survivors can now continue to sprint with no stamina, but they will sprint at a 25% slower pace and their stamina will not regenerate until they stop sprinting.
•Fixed a bug so that survivors can no longer go into crouch state while falling or jumping.
•Projectiles from a firearm will now shatter windows.
•Doors and many other objects now use a health value for destructibility. This means that weapons that do more damage will destroy doors faster.
•Doors generally take much more damage before breaking now.
•To prevent confusion, all forms of the crossair are now hidden during certain actions, such as swinging a melee weapon.
•Infection Diminish (the stat generally found on gas masks) now decreases Infection at 0.5% per minute, down from 1% per minute.
•Fixed a bug where objects, including draggable objects, would reset their rotation when the survivor lets go of them.
•Fixed a bug where objects grabbed by other survivors in multiplayer would not always appear in the correct place.
•Fixed some bugs involving survivors holding, dropping, and carrying items in multiplayer.
•Fixed a timing bug where melee and other action states would carry over for too long. Survivors should no longer encounter the issue where they would be unable to melee for a moment after a melee animation has ended. This also fixes an issue where guns would load rounds into magazines and firearms about twice as slow as intended.
•Netcode has been improved so that survivors are no longer sliding around as much as before in multiplayer games, and more accurately show their position at all times.
•Fixed a bug where the window-break sound was playing every time a window was hit.
•A stomach rumble sound now plays when you are getting hungry. It will also play if you enter the world while hungry.
•Other objects are starting to emit various noises when struck. This system is in preparing for zombie hit noises and other satisfying sounds.
Zombie Changes:
•Fixed a bug where zombies visual aggression range was much shorter than intended.
•Zombie sight range has been modified a bit to be more responsive and further distance. Zombies will pursue the survivors a bit more aggressively when they’re in proper sight range.
•Zombie spawn rates have been tweaked a bit. Starving Zombies will spawn slightly more often (33% up from 30%) whereas Healthy Zombies will spawn slightly less often. (5% down from 8%)
•Zombies now deal increased infection risk to survivors. 4% infection risk is added per hit, up from 3%. We are still investigating ways to improve the fairness and reliability of the infection system prior to adding more features to it.
•Zombies will now attack barricades at different speeds, depending on their level of decomposition. For example, Healthy zombies will hit doors and barricades more rapidly than Starving or Regular zombies.
•Multiple changes have been made to the way zombies react to survivors, particularly when the survivor is crouching. Survivors can now more easily avoid zombies by crouch-walking and otherwise sneaking about, as long as they’re careful.
•Sprinting will not draw the attention of zombies as much as it used to.
•Zombies will no longer slide about or animate a walk between hits against a door or barricade.
•Fixed a bug where zombies were not repopulating areas over time.
•Fixed a bug where the zombie knockback animation was not playing properly.
•Added extra checks to ensure that ‘invisible’ zombies would properly update and appear on screen.
•Zombies now update more often, especially when pursuing a survivor. Zombies should better represent where they are standing and should never not be visible when hitting a survivor.
•Added some small changes to zombie pathing and the way zombies detect when they need to use a path point. Zombies should pursue the survivors a bit better around complicated obstacles, such as stairs.
•Fixed a bug where zombies were not animating all of their actions properly. Zombie animations are now more reliable in general. Zombies will animate the proper motions more often, such as when pounding on a door or barricade.
•Fixed a bug causing Healthy Zombies to not use their attack animation.
World Changes:
•The new world save folder is called TDLWorld009. As usual, the game is in Alpha and data can sometimes be lost due to bugs. We ask that survivors do not get too attached to their worlds and inventories at this time, just in case.
•Large, looming 4-story office buildings now spawn in Town zones. These are filled with loot, as well as numerous undead, and provide a great vantage point over a town.
•A log cabin now has a 50% chance to spawn in any forest zone. This is a secluded and generally secure location, often filled with some unique treasures and items related to hunting.
•Terrain colors have been rebalanced to more realistic hues.
•We have created a system for randomizing house textures and the textures of other structures. Houses will now come in more varied colors. We will be adding more depth to this system later on, such as swapping out interior colors.
•Suburban neighborhoods now have a higher amount of trees in the yards.
•Transmission towers can now be seen looming across the fields and forests of the world.
•Many LOD models (distance imposters) have been updated. Farm crops no longer appear as solid green or yellow blocks from a distance.
•Grass clutter on the ground has been heavily optimized and should no longer cause the game to ‘hiccup’ as you travel. Unrelated hiccups may still be present, but far less often.
•Grass now appears much further out. You can disable the grass by unchecking the checkbox in the Main Menu, Graphics Settings screen. This may yield in some performance gain for lower end machines.
•We have taken some steps to reduce the memory usage and clean up memory usage in general. Survivors should experience less crashes due to running out of memory when traveling for very long distances.
•Barns are now a great place to reliably find piles of wood.
•The front doors on houses have received a new model and texture.
•Round hay bales now appear in wheat fields.
•There is a very low chance that an old cabin will appear on a farm instead of a farm house.
•Farms will now sometimes be found with only 1 grain silo, instead of 2.
•Swerts now only have a 1% chance of spawning in Suburban zones.
•Swerts now have a 20% chance of appearing in Town zones.
•Fixed a huge bug that was causing Town zones to never spawn.
•City zones (which looked similar to Suburban zones) can no longer be found in the world, as we prepare them for a much bigger re-appearance in the future.
•Town zones will almost always have at least 1 water tower.
•Suburban zones now have a very rare chance of having a water tower.
•City zones (which were currently identical to Town zones) have been removed until we have unique buildings (i.e. skyscrapers) prepared for them.
•The Swerts store has undergone some substantial texture changes to enhance general grunginess and wear.
•Small backpacks are a bit more common now, making them easier to find.
•Ground should now appear flat underneath Swerts store parking lots, and better match the curb edge properly
•Forests now have about three times as many trees as before.
•Fixed a bug that was causing road intersections to appear darker than intended.
•Fixed a bug that was causing road intersections to appear in off-center from where they should be appearing.
•Some object weights have been redistributed to better represent their real-world weight.
•Fixed a bug where doors would fly off their hinges and spin around in multiplayer games.
•Fixed a bug where some objects were appearing multiple times on top of each other in the farm and prison zones. This should yield in a small performance increase, and survivors should no longer find multiple doors in a single doorway.
General Changes:
•Inventory saving reliability has been drastically improved. Survivors should retain their gear between sessions much more reliably than before.
•Added a new sprint animation for 2-Hand Long animations, such as the Sledgehammer and Lacrosse Stick.
•Fixed a bug where the fog at the horizon was set to a longer distance than the horizon itself. Fog should now show near the far edges of the horizon.
•The default far horizon has been moved in slightly to increase performance.
•A bug causing the SK 63 rifle’s reload animation to appear strangely has been fixed.
•The F1 Control Help List that appears on screen during gameplay now automatically fades away after 30 seconds. It can be re-opened by pressing the F1 key.
•First person animations no longer default to ‘fist idle’ pose when the survivor enters various states such as jumping or crouching. Weapons now use the default idle animation when there is no existing animation to fall back to.
•Fixed a bug where the survivor could not press OK to disconnect if the multiplayer scoreboard is up when a server shuts down.
7. Do you have anything to say before you wrap this up?
The last thing we have to tell you is that we are currently hard at work on the largest engine upgrade The Dead Linger has ever experienced since we began development. We are anxiously awaiting the moment we can share it with you in detail, but that moment is not quite here.
E: 23.06.2013
Esimene screenshot uue mootoriga:
Spoiler
tsitaat:
Geoff Keene:Yes, we plan for blinds to be openable and closeable.
E: 26.07.2013
Vahepeal on päris palju pilte ilmunud. Paar kõige värskemat:
Spoiler
E: 9.08.2013
The Dead Linger sai Stiimis rohelise tule!
Spoiler
The Dead Linger is coming to Steam!
By TDL Team on August 8, 2013 in Game Update
Hello Survivors!
We’ve been officially Greenlit! The Dead Linger – Alpha will appear on Steam thanks to all your efforts at spreading the word and voting us up on our Greenlight page!
We are extremely excited and very busy as we prepare 010 (The Big Engine Change™) for release. We’re going to jump straight into a Q&A to clear up a bunch of frequently-asked-questions we’ve received since this announcement. Here we go!
Will you be releasing The Dead Linger on Steam Early Access?
Yes, that is our primary goal at this time.
What build will be released on Steam?
The upcoming Build 010 “The Big Engine Change™” will be our first release on Steam. 010 will not release through the current channels you receive the game and game updates.
Can I still buy it from the website?
Yes, but only up until we release it on Steam. Once 010 is released on Steam, all future purchases will be made through the Steam store. If you want to buy it and play it right now, you can do that here. (And thank you for your support! We are currently funded entirely by pre-order purchases.)
Will I get a Steam code if I’ve purchased the game already?
Yes, that is our plan and we’re sure Valve would be fine with it. (From our experience with our past title, DETOUR, Steam generally allows developers to create as many extra game keys as they please.) We are not going to charge our early adopters a second time to get the game on Steam.
What about that Kickstarter promise of “DRM-Free?”
The game is not finished. We promised the finished game would be DRM-Free, and we will be sticking to that. During Alpha and Beta, however, there will not necessarily be a 100% DRM-Free copy as we plan to use Steam and integrate with its features.
Are you going to integrate with Steam Workshop so we can submit weapons and items through that system?
Absolutely. This is actually one of the top reasons we want to use Steam in the first place.
How much will the game be on Steam?
For Alpha stage, we are maintaining the same price as before – $19.99 USD. With Steam, there will also be a lot more payment options than PayPal, which we know many of our users have requested.
Sounds great! So when is this happening?
Build 010 is scheduled for sometime in August, but with the Steam news coming forth, we are probably looking at a more realistic date of early September. We know many of you have waited long for this build, and we can assure you the delay is only to bring the very best experience we can to an ever-growing audience. We will have a teaser video for the new engine very soon, along with lots more goodies between now and then. IN the meantime, enjoy the forums, spread the word to your friends, and most of all — Linger on, Survivors!
E: 05.11.2013
Hotfix 010h.
Üsna karm nimekiri fixidest.
E: Jooksin tunnikese ringi. Päris katki on endiselt :/
Kuigi visuaalselt on täitsa viisakas ja fps kõikus 40-70 vahel.
E: 15.11.2013
011. buildi tiiser
In the long run näen sel mängul väga palju potentsiaali. Hetkel aga tundub natuke liiga toores veel, niiet hetkel jään veel Rusti peale mis ka muidugi toores ja early access alpha aga tundub, et hetkel sellest veel ees.
Varem või hiljem samas arvan, et ostan Lingeri ka ikka ära.
ahvilõust, nad on seda juba saanud - esimese hooga läbi kickstarteri. Ja nüüd tänu early-accessile, mille eest minagi ca aasta tagasi paar kopikat andsin.
The Dead Lingeri peamiseks eeliseks pean 64 000 km2 suurust protseduuriliselt genereeritud kaarti. Hetkel on see genereerimine veel veidi bugine aga üldjoontes toimib ja teinekord genereeib ikka päris kauneid mägesid ja orgusid ja linnasid...
Aga jah, tüüpidele oleks just rohkem ressurssi vaja, nii et andke aga tuld!
E: build 014 tiiser - 014 puhul keskendutakse graafika parandamisele.
Spoiler
E: Uus taevas (WIP)
Spoiler
Pilvede moodustumine (WIP)
Spoiler
E: Kaunis loodus..
Spoiler
E: Kõnniteede genereerimine (WIP)
Spoiler
E: Paar puud:
Spoiler
E: Night time:
Spoiler
E: Asjahuvilistele soovitan külastada http://www.thedeadlinger.com/.
Sinna hakkab iga nädala reedel arenduse kohta postitusi tulema. Esimene postitus on päris palju lubav. Graafikat on väga palju tviigitud.
E: Aastaga on päris korralik areng toimunud
14. märts 2013
Sellel mängul on tugevalt potentsiaali. Sai seda mängitud paari sõbraga kui alles esimene alpha välja tuli, sai kirjutatud pulli pärast trainereid ja katestatud igasugu asju. Tõsiselt kaasahaarav mäng, aga pole kahjuks viimasel ajal sattunud mängu ja pole tänu lõpetamistele aega ka olnud. Üks teine mäng millel potentsiaali on 7 Days to Die ja samuti ka Survarium.
Aga muidu tubli töö allavett, et seda teemat uuendad koguaeg ja hoiad uudistega kursis .
Mis vahe sellel mängul muidu DayZiga on? Kui on mingit põhimõttelist vahet...?
The Dead Lingeris genereeritakse iga kord uus maailm, niiet pole koguaeg ühte ja sama maastikku millel ringi kondad. Mäng on first person vaates, niiet ei saa switchida vahepeal ennast third person'sse. Samuti on võimalik The Dead Lingeris kindlustada mõni ette juhtuv maja ära ja siis elada seal sõpradega sees. Näiteks raiute mõne puu maha ja need pilpad naelutate akende ette, aga naelutada võib ka näiteks toas leiduvaid pildiraame ja igast prügi mis ette juhtub. Seal on tavalised väiksed elumajad, suured bürood ja isegi vangla kust leiab head varustust. Muidugi mida suuremad hooned, seda rohkem seal nakatunuid on niiet nendesse sisse saamine pole just väga kerge. Mäng tekitab kuidagi sellise tunde nagu oleksid ise The Walking Dead filmis, öösel ei tasu lahtiste akende ees istuda ja taskulambiga ei tasu vehkida. Kui öösel mõni nakatunu sisse murrab ja suurt kära teeb, siis mõttekas kohe paar konservi haarata ja jooksu panna ning pimedas on küllaltki õudne olla. Sealne pimedus on võrreldav reaalse pimedusega, sest kõik on tõsiselt kottpime.
Muidu igati tore mäng, ootan meeleldi juba kui see väljub early accessist.
Athunik'i poolt mainitule lisaks, et maailma suurus on ca 64 000km2. DayZ kaart on ~200km2 kandis.
Kaart genereeritakse protseduuriliselt - mis on selle mängu suurim eelis. Ja kuna kaart on nii suur, siis nodi uuesti tekkimist ei ole. Kui kusagil saavad ressursid otsa, tuleb edasi liikuda. Ja edasi liikumiseks peaks ruumi küllaga olema.
Mängu põhisuunitluseks on COOP survival. Suur hulk zombisid - ei mingeid superzombisid vaid traditsioonilised, rahuliku sammuga. Plaanis on ka NPCd, mille kontsept pilte ülal ka näha on.
Kui mäng huvi pakub, soovitan nende roadmapi uurida
Hetkel on see mäng survival žanrist minu jaoks kõige oodatum. Arendajate tiim tundub väga sõbralik. Säutsuvad pidevalt twitteris ja nüüd juba päris mitu nädalat on ilmunud Dev Blog postitused, mis annavad hetkearengutest hea ülevaate.
Viimasega BI (DayZ arendaja) enam millegi pärast eriti ei tegele, ometigi ressurssi peaks neil kamaluga olema.
potentsiaali on sellel asjal ikka kõvasti. Kui nad lõpuks maailma genereerimise koodiga valmis saavad, siis selle peale võivad ju nad edaspidi ükskõik mida teha. Või veel parem, kui lõpuks rahvas seda modima hakkab..
E:
Värske DevBlog: http://www.thedeadlinger.com/archives/3179
See nädal oli uue kraami oasas suht vaikne. Samas eks tööd ole juba tehtud kah, build 14 peaks sel kuul valmis saama.
oi kurja ära unustasin üldse, nüüd muidugi sale läbi päeval veel mõtlesin et savi võtan võtan õhtul kasvõi üksinda ära, küll selle hinnaga lahti oleks saanud nendest keydest...
Timberg, eks areng on neil jah üsna rahulikus tempos. Samas, mul kuhugile kiiret ei ole.
Ja vaadates, kui silmaga nähtav areng nende aastatega on toimunud, siis minu usk neisse pole veel raugenud
E: Weekly Dead #29
Lisaks siis värske info selle kohta, et kolivad taas uue mootori peale:
Unity -> Unreal Engine 4 _________________ Twitch.tv/allavett
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.