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Showing results for tags 'design'.
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I thought it would be cool to have one place where to chat what kind of behavioural manouvers AI SQ would have. Which kind of actions they would do in many situation. Which kind of behaviouristical variation they (NPC) would have. Would there be different kind of pseudo personalities. Do they work in crews, pairs or as units. Are they passive or active or both. How hard they would be to play against. My idea here is to lay some basic brickwork for anyone that wants to start to compile a behavioural trees for AI system, since how I look it you can code the AI rest of your life if you don't have the behaviour model in hand before you start. If your answer would be "as normal soldiers" please don't answer, since that is obvious dream of everyone. I'll start. Just theoretical question, if there would be somesort of CO-OP type of game mode players vs. NPCs in certain premade scenarios. How you would react if NPC would use handnades to kill you, when you haven't seen the NPC that uses the nade option, but you were careless and made sound (shot another, spinted in certain surfaces etc.) and NPC were close under 30 meters from your position. Another would be that if you are really close by let say 5 meter from NPC and NPC just runs toward you and tries to slit you half with his knife? Would be pretty damn scary if NPC pops out from the bush and yells or not depending his personality and sprints toward... What if you had mate beside you and the NPC just notices that there is two of you and chances to rifle and starts to blast full auto while trying to evade. Too hardcore?
Name: "Tresenka Border" Landscape: Alpine Climate: Cold Alpine in the higher area closer to the airbase and cold, wet, muddy forests in the lower valley. Dense forests, small water canals, muddy dirt paths, one main highway. Setting: Tresenka Border takes place in a fictional setting along the border between Russia and a country at war. Fighters from the warring country continuously use the river and mountainous terrain to cross into Russian territory aswell as making use of old WWII trenches. However as fighting has intensified in the region, Insurgents have pushed through the border-crossing while Russian forces' increased security will now be on the defensive to protect it's military installations and small civilian population in the region. This battle will take place in a clash near a military airbase just outside of the border between the Russian Federation and Insurgent forces. Factions: Russian Federation vs Insurgents Design Plans: Large scale map designed for Infantry, Transportation, Light Armor and Heavy armor fighting in a heavily forested area. High vantage overwatch military installations, some bunkers carved into the mountains, Radar stations. Custom buildings and assets also planned. Inspirations: Battlefield 2 , Project Reality, Altai Range (Battlefield 4) for setting, Damavand Peak (Battlefield 3). Screenshots: (link) First Rough Pass Update 1 Update 2 - Lighting and Environment Note: This is my first creation using Unreal Engine 4 but i'm so excited and determined to complete this map . Terrain textures were pretty hard for me to get right and natural looking. I'm on my third pass so far so the snow capped mountains are indeed a work-in-progress . Update: Worked on the mountain side and terrain a bit more. Check the album above for screenshots! Feedback and Suggestions are greatly appreciated!
I'm a student currently taking Adobe products courses like Photoshop and want to get more practice designing logos etc. so I'm offering free commision work. Requests can be PM'd to me with the following format: Name of Clan: [insert clan name] Clan Thread: [insert clan thread URL] Clan Description: [short backstory of clan and clan name (e.g. if the name is based on something historical or fictional)] Description of Design: [cohesive details about the requested design (e.g. color, font type, ratio: square, circle etc.)] Reference Material: [URLs to images that can be used in design] Example Material: [URLs to example designs] Other Notes: [any other notes or comments] The more complete and cohesive information you send the smoother the process will be. Please keep in mind though that requests can take some time to complete. (full portfolio: mrkstamdesign.nl) Here's what I've made so far: Yellow Ants Clan Thread Based on the original design of the Croation anti-tank unit.
Hey Squad-people, I'm a graphics designer working fulltime with all sorts of crazy stuff but in my spare time I sometimes wander into the ideas of making game UI's and artwork. Couple of months ago I got this brainfart idea to remake the BF2:PR UI, altough I knew it would never be able to be implemented it was a fun idea and after about an hour or so this is what I had. I haven't really done any major changes to it since I first made it (tweaked some stuff) but here's the first draft and maybe you can draw some inspiration from it! Clean, without ingame (which is from Operation Flashpoint: Dragon Rising)