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About cribbaaa

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    Squad Leader

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  1. Animation System Update

    Running animation and posture still looks strange.
  2. August 2017 Recap

    Something about the animations look off, like the character has Hyperlordosis or that the legs are too short. I realize it's all WIP but it seems very prevalent in the video, not sure what to make of it.
  3. Asset Rules

    If they could get that Asset part of the Spawn menu up and running, you could implement an option to claim vehicles pre-game.
  4. Another WW2 game enters the fight

    Reveal trailer:
  5. I seriously doubt they'll get to fly anything.
  6. Any specific small arms you'd love to see?

    Those shotguns they have in the pipeline, for the Breacher role I guess.
  7. Some of the best parts in Squad are the silent moments, or rather, when the those moments descend in to chaos in a matter of seconds. This is what makes the game intense and engaging.
  8. Al Basrah feels Somewhat Empty?

    My problem with Al Basrah's visuals is primarily the exteriors, if you were to add antennas, pipes and guard rails etc. to the buildings it would make a huge difference to the overall feel of the map.
  9. Al Basrah feels Somewhat Empty?

    I expect that this map will have, bare minimum, the amount detailing and diversity that the PR version has further down the line. Having lots of buildings you can enter is all well and good but it becomes a problem when it doesn't look like somebody actually lives there, it needs to be somewhat authentic.
  10. User Interface Concept Art

    I still feel there's value to a dedicated Squad tab for in-depth information as it is in the game currently (as opposed to just a single team list), even more so when you can customize your role, maybe the SL wants to request a specific Loadout for a player for instance. That and you can see who's wounded, dead and more. The latter you can probably do in the Team tab as well, but it would probably clutter the list too much. The hierarchy from left to right makes more sense I think; 1. Select team 2. Select squad 3. Select role 4. Select loadout 5. Select spawn point Then we have the Commander of course, I don't know if anything has been decided on this role yet but maybe when you Apply for commander, the "Squad" tab will be replaced with a "Command" tab where you can deploy UAV etc. Keep up the good work on these! I don't know how far OWI has come with their new UI but I there's definitely value in visual feedback like this.
  11. User Interface Concept Art

    Looks nice, I like the overall style of your concepts. But I have some criticism regarding the structure of it: - Asset overview isn't really key information and takes too much screen real estate, might be better off being a tab on map side of the UI. That would also mean you could have more detailed descriptions of each vehicle etc. - Chat and Events log is already available via console and is mostly used by admins, could also be a tab. - No room for kit customization, could replace the Asset overview / Chat part of the UI. - Timer / Tickets is easier to find at a glance if it's in the top right. Edit: Role tab Loadout tab
  12. Another WW2 game enters the fight

    How will your game differ from Squad / Post Scriptum ? Reading up on your site it seems to be a bit more focused on controlling resources and supplies on the map, Company of Heroes style?
  13. May 2017 Monthly Recap

    How much of the old animation assets can you re-tool for the new system ? is it a case of rigging them properly or are you just re-animating most of it from scratch? Will lowered weapons have any impact on gunplay or will you have the same accuracy / speed as when you start firing from a raised position (hip fire, not ADS) ?
  14. May 2017 Monthly Recap

    Great stuff all around! How many animators do you have ? Chuc and Kab? are both of you full-time ?
  15. The long awaited "monthly recap hype thread"

    When is the train leaving ?