Check out myhome-made Halo Costume for Halloween!



Allright, so first and foremost I have never done this before. I used cardboard and duct tape as well as buckles straps and foam inserts to keep things in place. The worst possible thing I could have done was FIBERGLASS THE OUTSIDE of the suit. I didn't sand it and went straight to painting it so the first night I was poking/scratching people. Another thing, I spent WAY too much time trying to create depth, after I fiberglassed it, almost all of the detail was gone except for the major stuff. Also, the suit was way too clunky and nobody knew who I was. Except for the guys. I got "Megaman" or "Sub Zero" a lot. Shoulda stuck with the green. Hindsight is always 20/20. It took me about 40 hours and a week to do this. I didn't put a visor because I couldn't see clearly, and if you're going out on halloween, you need to be able to see all the costumes. That's the best part!

Anyway, what do y'all think?

Here's when I primed it.

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And here is the final product.

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I should have used a hot glue gun WAYYY sooner, it would have knocked my time down to like 20 hours.

Posted by Sariat on Tuesday, November 17, 2009 12:38PM - 11 comments / Members say: yea +0, nay -0

Submerged Status Update

Hello all of you Submerged faithfuls! Once again here is an update, as well as more info about the action oriented, survival horror game "Submerged"

First off is the near complete fire/explosion/gas leak disaster in the form of a video! Enjoy!




Note The doors are now complete and they do slow down the flow of gas leaks. So basically, these types of explosions won't be a common thing (but possible!)

Nadrew informs me that the round system is nearly complete, but needs a little final touches and many of our smaller systems are complete. We are pushing for a playable/testable product fairly soon and are making GREAT progress!

Now, from the design part, today we will introduce you to COMBAT! This is just a small sample of how we plan to implement combat into the game.



Combat
-----------------------------------------------------
Combat would be easy to control, but difficult to master. Each player has two slots for actively using items. Some items take up both slots (think of how you hold a shot gun). If you are wielding a ranged weapon (long range tazer, pistol, etc) you will use your mouse to send an invisible projectile to where you click. (Can't shoot around corners,etc)


Most items would be blunt/melee weapons (Pipes/Sword/saw/blow torch etc) and attack anywhere infront of the player (IE, you can't swing behind you unless you turn around).

The part what makes everything interesting is that we would want the players to be able to manually counter/dodge attacks . In order to make people stop trying to dodge every hit, if you try to counter/dodge and miss, you will fall down/be exposed for a couple of seconds. With a successful counter, the player would be able to disarm an attacker or hold them down, etc

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Once again, the pace for Submerged will be fast paced, no right clicking verbs, etc. The gameplay will be flawless and play with two buttons/mouse and directional keyboard.


As always, feel free to show us some love, hate, comments, suggestions, etc

Posted by Sariat on Sunday, October 25, 2009 09:59AM - 3 comments / Members say: yea +0, nay -0

Submerged Status Update!

Howdy all you Submerged faithfuls (I think we've officially created a buzz!) Anyway, as you know Submerged is the survival horror game based in an underwater compound. Read the earlier blogs for more info!

This week has been a rather slow week for us, but we still have some progress.

Here is a video of the Fire disaster we introduced last week. We have started (not finished) to add gas and oxygen. Here is a video to show you an example.



Oh I can't wait to be in this game, so much danger, so much fun!

And now from the design aspect, here is how the intefrace is going to be. The look and feel that we are going for is similar to that of a polished, professional commercial game.

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Notice in this interface that you will not have a health "stat." You will be aware of any major damage to any parts of your body (Broken leg that may slow you down, cut damage to the stomach, burns on the hands, if you are bleeding, etc) but you will never officially know how much more damage you can take or how much longer you have to live!

You will only be able to carry two items(one per hand, some items take both hands) and carry one smaller item. Submerged will have minimal buttons, no verbs, no stat panels, just a very easy to learn/hard to master scheme.

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This is just another possible interface that we might use. Note the simple design on both interfaces.


The purpose and the look/feel that we are going for with Submerged is the "Less is more" approch, giving you the absolute bare basics.

Feel free to add any comments, questions, or concerns about the project!

Posted by Sariat on Wednesday, October 21, 2009 01:43PM - 5 comments / Members say: yea +0, nay -0
(Edited on Wednesday, October 21, 2009 01:56PM)

Submerged Status Update!

Hello All!

As you know, Submerged is the action oriented, Survival Horror game set in an underwater compound featuring random maps and several round based game modes.

Nadrew has been hard at work in making the core systems for our game. Here are some status updates in the form of videos!




This is the graphical version of the Random Map Generation, as you can see, each map/floor is COMPLETELY random and never the same.



Also, here is one of the many disasters available in the game, Submerged. (It's fire) Below you'll find disasters planned for submerged


Disasters
--------------------

Fire: Pretty self explanatory here, fires should have the ability to spread, and throughout multiple floors. Things can speedup/slow down the fire. Users can make gas trails to trap enemies, there could be a gas leak (both liquid and air gas) that blows up and sets everything on fire, fire extinguishers are a must (Some are full, some are halfway, some have a little bit, you get the picture!) , Fire sprinkler systems that may or may not work with then round starts.

Floods: The windows are nearly indestructible in the underwater compound. There would be cracks in the windows and the foundation. When a floor starts to flood, it will be displayed by having water displayed on different levels (fluid water would cause too much lag I suppose). The more flooded a level is, the more it slows down the people on the floor. If there is a broken wire around, the water would be able to electrocute people.

Rumble: Every now and then, the screen should rumble (as if in an earth quake), this would bring all players down to their knees. The rumble would be the building starting to weaken or collapse on itself. During a rumble, fires could break out, floods could be started, gas could be leaked, elevators could crash down and objects in the room could fly around potentially harm the user.

Oxygen: Oxygen could be stuck on low levels for a number of things, smoke, fires, etc. Simple, no oxygen, no life! Some floors could have dangerously low numbers of oxygen that slow the user down and periodically have them pass out!


Airborne Virus: Certain rooms/floors could have an airborne virus that restricts peoples vision/movement for the remainder of being on that floor (Wears off gradually when they do exit the area)

Keep posted for more updates on Submerged! Also if you have any disasters you would like to add in the game, feel free to give us your input!

Posted by Sariat on Sunday, October 18, 2009 11:01AM - 10 comments / Members say: yea +1, nay -0

Submerged- Video Sneak Peak and Staff Announcment!

First of all, I would like to officially state that Nadrew is the lead programmer of Submerged. Glad to have him on our "unnamed BYOND game development team". We are hoping to have the game finished by the end of the year.

Anyway, here is a progress report of Submerged's random floor generation system (Thanks to Nadrew's kick ass Trail Blazer map generation system) It's in text, well , just because it's just in text.



Once again, all floors are randomly generated in Submerged so you will not play on the same map twice... EVER.

W= wall
f= floor
R = center of the rooms

Also, D4RK3 S4B3R is doing a little bit of graphic work for us, we'll see what he has to show us for the next couple of days.

Keep on the lookout as we release more information, screen shots, and videos for Submerged, the action-packed survival horror game set in an underwater military compound!

Edit: I would also like to thank LummoxJR for posting up how to record stuff for BYOND. Except for the frame rate (I have Vista so I couldn't tweak it like he suggested) and the end part showing the encoder program , I think it came out great!

Ninja Edit: Thanks to Calus Corps to help me get the Youtube video to show properly on BYOND CSS!

Posted by Sariat on Monday, October 12, 2009 12:07PM - 8 comments / Members say: yea +1, nay -2
(Edited on Monday, October 12, 2009 02:52PM)

 

 

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