by ijed » Sat Jul 26, 2008 5:08 am
Tough to do in any game?
Got to disagree there. It depends on how open the basic platform is, assuming you're working on a mod. Otherwise giving the camera collision or else making the props interpolate to opacity 0 when in between the player and camera works.
But for those you need a team.
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My biggest failure was Ratamahatta's Revenge - Q2 Lazarus based on the ratamahatta model in a semi-open world theme based over something like 14 levels, with only five (various routes, different maps) needing to be played to finish it. It featured a modified version of the mutant, but that was the only original enemy.
I got pretty close to a mini-pack - start map, swamp map, city map, tunnels map, base map, mines map and small boss map, but almost none of those could compile with light because of the size.
And all that work in hard form was lost in a nasty graphics card meltdown - it melted the plastic cover off the card board itself; a clogged fan to blame.
There's some backup cd's left over, but it's closed book. I reckon most of the above tales of failure (I only skimmed) all point to the same thing - bad concepts for finished projects, but great learning curves.