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  1. Just know that your actions are being watched by forces unknown...
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  2. Oh, but do not misunderstand me, I think it is an excellent showcase for W3D capabilities and Jerad did great work on all the game logic involved, you can tell he spent a huge amount of work on it. This would be a game to compete with modern day releases on the gameplay front, it is just unfortunate the other aspects of this old beast are showing their heads, but this is a problem that affects all W3D projects equally. Jerad has achieved some things I've personally always wanted to try, such as the large scale singular game world with persistence. Now I've personally made a few quick stabs at alternate gameplay, the axed 'secret area' on APB's Siege is a good example and so would have been/will be the rail system for another APB level, but Jerad took this flexibility to a whole new level. There are some other problems to iron out, such as graphical bugs performance issues in some conditions, but what's been released is something to be proud of. That said, I can only imagine how hard it must be to work on a level with that many gameplay logic implementations, when I already go nuts over 3DS's slow-arse performance of maps significantly smaller than that, and punch kittens every time APB's naval logic needed changes applied! Edit: Bonus note on the 4000 meter view distance, that really changes the way you look at a W3D project.
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