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Renegade X - Beyond Black Dawn [message #456107] |
Mon, 26 September 2011 16:39 |
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[NE]Fobby[GEN]
Messages: 1377 Registered: July 2004 Location: Canada
Karma: 0
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General (1 Star) |
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Hey guys! It's been a few months since our most recent media release, and we're working daily to bring a quality game to our loyal fanbase. The style of this update will be more "down and personal", but if you're too tl;dr about it, at least check out the video
2 Years Since First Release
The 2nd Year Anniversary of the first Renegade X beta release is coming up in a few days. Renegade X version 0.35 was released on September 30th, 2009. Since then, we've made five beta releases, earned several awards from Epic Game's MSUC and ModDB, and have begun our move to the Unreal Development Kit. The current Renegade X beta, version 0.55, was released for Unreal Tournament 3 last year around this time, gaining widespread attention and tens of thousands of downloads.
The World of Development
And since then, the public sphere has been calm - the team has crawled back into its hole, which is quite nostalgic of the early stages of the project - and started working on the standalone version of Renegade X. We have been making substantial progress on the project regularly, but instead of putting out updates every week, we'd rather give out the news in big chunks. Renegade X right now is constantly being refined, and we prefer showing what is finished rather than what is in progress.
We recently put out an ad saying we had some positions available for people wanting to join the project. Since then, we've received over 150 applicants, all coming from different artistic disciplines. So there have been some additions to the team, but there are still some positions open. Namely, if you're a programmer, animator, character artist, or environment artist, check out the following thread: http://forums.epicgames.com/threads/808326-Renegade-X-is-looking-for-talent!
Soul Searching
We've recently been reviewing our project and how far we have gotten. We began development of Renegade X years ago, when most of us were still in highschool. The team and the project have come a long way, and as we've matured, so has our vision for Renegade X. During the UT3 beta phase, we were strictly a remake mod of Command & Conquer Renegade, and we were very conservative with changes that would effect gameplay. From that perspective, the UT3 betas succeeded, because we kept true to the original game, remaking its maps, the vast majority of its ratios, and slipping only a few new things in between.
With the UDK, we see a glowing opportunity to bring Renegade X to its climax. Over the summer, we've written a new Game Design Document and began executing our new vision for the project - we want Renegade X to be less of a remake, and more of a spiritual successor to Westwood's classic in 2002. Renegade X will still be the Command & Conquer FPS everyone knows and loves, but brought to the modern day. Some innovations have been inspired by other contemporary FPS games, while others have always existed within the team and community, and it is only now that we are bringing these things to life. We want to emphasize the "X" in Renegade X.
Other changes are not necessarily gameplay oriented - our visual, audio, and animation work is constantly evolving.
Beyond Black Dawn
In the video log below, we show some never-before-seen snippets of Black Dawn gameplay, cinematics, and I discuss some of the new innovative changes this post has described earlier. It will also feature the first look at Renegade X's UDK multiplayer maps. The video has TONNES of new content that you don't want to miss.
YouTube: http://www.youtube.com/watch?v=jNpPQN758uc
ModDB: http://www.moddb.com/mods/renegade-x/videos
Direct Link: http://www.renegade-x.com/Rx_BeyondBlackDawn.mp4
We hope you've enjoyed this update. Please follow us on Facebook, Twitter, ModDB and at Renegade-X.com
http://www.renegade-x.com
https://www.facebook.com/pages/Command-Conquer-Renegade-X/51097837430
http://twitter.com/#!/RenXGame
http://www.moddb.com/mods/renegade-x
Unreal Tournament 3 Total Conversion to C&C: Renegade
Check out Renegade X Today!
Mod Wars Veteran
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Re: Renegade X - Beyond Black Dawn [message #456110 is a reply to message #456107] |
Mon, 26 September 2011 19:02 |
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NACHO-ARG
Messages: 397 Registered: October 2010
Karma: 0
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Commander |
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fucking awsome, hope you get this finished soon, cant wait to play it, ho and some questions, it will be posible to play this online whit 40 or 50 players like in original ren? or this engine has his limitations? also when i saw the vid i notice that the inf moving animations were way better than in previus realeases but it doesnt feel allright yet, dont konw how to explain it lol, otter than that this project is the awsomeness inself.
[Updated on: Mon, 26 September 2011 19:16] Report message to a moderator
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Re: Renegade X - Beyond Black Dawn [message #456128 is a reply to message #456127] |
Tue, 27 September 2011 01:19 |
Sean
Messages: 822 Registered: February 2009
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Colonel |
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With TT out, Rene X is gonna struggle to get players.
I still adore the quality of the game and the water on islands is to die for.
Head admin at TmX (The Matrix Sniper server)
irc.thematrixserver.com
The Matrix Sniper: 188.138.84.134:4576
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Re: Renegade X - Beyond Black Dawn [message #456132 is a reply to message #456131] |
Tue, 27 September 2011 03:07 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
Karma: 0
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General (3 Stars) |
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sla.ro(master) wrote on Tue, 27 September 2011 11:26 |
Azazel wrote on Tue, 27 September 2011 11:19 | With TT out, Rene X is gonna struggle to get players.
I still adore the quality of the game and the water on islands is to die for.
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TT will won
If Renegade X was like UT3, i was playing it, but is like Ren with graphics without ren's fun/gameplay
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Fixed. If it had UT3's hectic gameplay, it would awesome
If it had Renegade-like movement and feel, it would be awesome.
The combination of Renegade's "slow" gameplay and UT3 movement is not a good one. It makes the game feel sluggish unfortunately. If you can get this right, it would be good.
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/
V, V for Vendetta | People should not be afraid of their governments.
Governments should be afraid of their people.
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Re: Renegade X - Beyond Black Dawn [message #456133 is a reply to message #456107] |
Tue, 27 September 2011 03:53 |
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JohnDoe
Messages: 1416 Registered: May 2006
Karma: 0
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General (1 Star) |
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as one of the few smart posters left (i.e. i don't consider final fantasy the greatest story ever told), i feel obligated to write the words.
the good:
- your project has that AAA look and even though some of it comes down to every UE3 game looking similar, not all of them look this good (check out that quake 3 looking turd american mcgee's chinese sweatshop workers came up with)
- you're moving away from copying a dated game in renegade. westwood got a lot of it right (a lot of it by chance imo), but there's much room for improvement gameplay-wise. when i tried ren x, it was renegade with nice graphics and worse balancing. nice to look at, but pointless.
- fighting for control of neutral buildings. i can't think of a better way to broaden the scope of renegade. renalert tried to make the maps bigger, but all this lead to was less battles and more baseraces. useful, but not overpowered neutral structures will channel the action on bigger maps. i'm not sure what capturing will do, but i guess the logical perks would be stuff like being able to buy vehicles there, more income, ammo refill or enabling superweapons. since it's a hybrid game, i think it's important to find a good balance between going for these structures and leaving them to the enemy in order to attack him through his back door.
the bad:
- moving away from enclosed, symmetrical maps. starcraft2 and team fortress 2 are all about that very concept. if you're looking to create a fps/rts hybrid, those two aren't only the most popular, but also the best ambassadors of their respective genres in terms of gameplay. i feel like you're making a huge mistake in trying to be battlefield.
- singleplayer. nobody cares about single player mods. occasionally you come a across a great, overlooked single player mod hardly anyone has heard of. that's the problem, so put all your effort in providing a great multiplayer experience. that's a very hard task in itself.
i don't know shit about making games, but i'm good at playing them.
lol
[Updated on: Tue, 27 September 2011 03:55] Report message to a moderator
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Re: Renegade X - Beyond Black Dawn [message #456134 is a reply to message #456107] |
Tue, 27 September 2011 03:57 |
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JohnDoe
Messages: 1416 Registered: May 2006
Karma: 0
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General (1 Star) |
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I sincerely hope you've included in-depth content as Nod.
The original Renegade was GDI focused, and was a letdown for those following the Brotherhood.
In addition, it's concerning that the above video focused on Multiplayer.
It's C&C, the storyline IS the game. Solo campaigns MUST have the most focus.
KANE LIVES! FOR THE BROTHERHOOD!
Revan8888 1 hour ago
lol
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Re: Renegade X - Beyond Black Dawn [message #456163 is a reply to message #456134] |
Tue, 27 September 2011 11:20 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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JohnDoe wrote on Tue, 27 September 2011 03:57 | I sincerely hope you've included in-depth content as Nod.
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A Nod SP campaign would be badass as hell. Sucks I lack an appropriate computer, or else I'd be doing everything I could to help with Renegade X in this department.
Anyway, that looks fantastic. I'm glad you guys are going to try to improve the gameplay, and not just mimic Renegade's. Might I suggest including all the original vehicles? As in, Recon Bikes and SSM's, and balancing all the vehicles accordingly. Recon bikes would be especially nice for the larger maps.
Speaking of, while I love the idea of larger maps, be sure to not have them being mindlessly empty. They should just be larger scale (More structures, more tech structures to fight over, etc), rather than simply being bigger in size.
One last thing, I'd reeeally like to see the tiered infantry bullshit changed from "SAME THING BUT BETTER AND COSTS MORE". IE: LCG Black Hand is the same thing as the Nod Officer, but better. I HATE that kind of "balancing", it's just nonsensical, arbitrary, and annoying. I'd love to see both useful in various ways. Cost should not determine how overall powerful a unit is, but rather just be a limiter for units that do a lot of things, or do one thing really well.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: Renegade X - Beyond Black Dawn [message #456169 is a reply to message #456107] |
Tue, 27 September 2011 12:10 |
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[NE]Fobby[GEN]
Messages: 1377 Registered: July 2004 Location: Canada
Karma: 0
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General (1 Star) |
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Thanks for the compliments, we appreciate it.
Quote: | it will be posible to play this online whit 40 or 50 players like in original ren?
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The max playercount will be 64.
Quote: | also when i saw the vid i notice that the inf moving animations were way better than in previus realeases but it doesnt feel allright yet
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Probably one of the main criticisms we've heard of the beta version was regarding infantry movement. Contrary to what some people have said, our infantry move at the same speed as Renegade's, but in the UT3 beta, there were a few differences:
a) Character Animations - in UT3 Renegade X, we used the stock UT3 walking and jumping animations. A lot of people hated them because they didn't suit our characters (which mostly aren't big hulking men), and they were correct, so we have redone all 3rd person animations. You can see what we have so far in the video in the original post. They're still going under changes, anyhow.
b) Physics Engine - since we're based off of the Unreal Engine, our physics engine is a lot more responsive than W3D. If there is an explosion under you, your character will move slightly. Some people didn't like this after jumping from W3D to UE3, but we are not changing that.
c) Smoother movement - in Renegade X you can't tap A and D and get the quick flashy shifting around like in W3D and older FPS games. We also prefer our smoother transitions over the old style.
Quote: | moving away from enclosed, symmetrical maps. starcraft2 and team fortress 2 are all about that very concept. if you're looking to create a fps/rts hybrid, those two aren't only the most popular, but also the best ambassadors of their respective genres in terms of gameplay. i feel like you're making a huge mistake in trying to be battlefield.
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Quote: | Speaking of, while I love the idea of larger maps, be sure to not have them being mindlessly empty.
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We didn't say maps were going to be larger or emptier, we said we're going to have less symmetry and less boxed-in canyons. I too am a proponent of smaller, simpler maps. Some of my best games on C&C Renegade and Renegade X were on Field, Complex, Walls, etc. all of which were designed simply. Having a limited amount of choke-points ensures good gameplay in both large and small levels.
This time around though, we'd like to try a couple new things, like a proper urban map (as much as I love City Flying, it's really just a canyon with a city texture), island maps, etc. Most maps will retain the same size and simplicity Renegade had, or sometimes slightly larger or slightly smaller. Remember that there will be capturable elements and objectives on some multiplayer levels, so size should accommodate those as well. Some things will be destructible too.
Quote: | - singleplayer. nobody cares about single player mods. occasionally you come a across a great, overlooked single player mod hardly anyone has heard of. that's the problem, so put all your effort in providing a great multiplayer experience. that's a very hard task in itself.
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The singleplayer bridges us towards the multiplayer version. The vast majority of the resources used in the singleplayer (weapon and vehicle setups, art assets, code, audio, etc.) were needed for multiplayer anyway. Might as well put something out while people wait, and give players something that they can all attain (standalone) and enjoy.
We'll get into the specifics of the new gameplay direction right after the Black Dawn release. Black Dawn itself will have a lot of the changes I talked about in the OP, so it'll allow us to assess the community reaction.
Quote: | I sincerely hope you've included in-depth content as Nod.
The original Renegade was GDI focused, and was a letdown for those following the Brotherhood.
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I would love to do a Nod campaign, but seeing how much work was needed for our short GDI campaign, it probably won't happen. We'd rather focus those energies on multiplayer, which is more important to us. Remember that we are a volunteer group - we're doing this for C&C - so one of the challenges of being a free game is that our time is limited.
Unreal Tournament 3 Total Conversion to C&C: Renegade
Check out Renegade X Today!
Mod Wars Veteran
[Updated on: Tue, 27 September 2011 12:12] Report message to a moderator
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Re: Renegade X - Beyond Black Dawn [message #456170 is a reply to message #456107] |
Tue, 27 September 2011 12:18 |
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Dave Anderson
Messages: 1953 Registered: December 2004 Location: United States
Karma: 0
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General (1 Star) |
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Have you thought about setting up a donation fund that could potentially help the progress?
David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)
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Re: Renegade X - Beyond Black Dawn [message #456181 is a reply to message #456107] |
Tue, 27 September 2011 15:34 |
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JohnDoe
Messages: 1416 Registered: May 2006
Karma: 0
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General (1 Star) |
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fobby, please ignore this person. renegade literally had worse physics than quake 1 and knockback (as with fluid non-w3dish character animations) is a very important feature that adds depth to weapons. imagine someone in a tank splashing a building entrance and the guys trying to get in or out are stuck in a neverending falling down and getting back up animation. sounds a lot more fun and realistic than getting bounced around a bit.
lol
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Re: Renegade X - Beyond Black Dawn [message #456189 is a reply to message #456107] |
Tue, 27 September 2011 17:13 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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Wait, what? I can't tell if you're being sarcastic and seriously think he wanted a lame "knockdown" animation, but here's how it should be:
Instead of bouncing around a bit, you should actually be moved rather than having just some lame knockdown animation (even Renegade's shitty engine can do that). Think Star Wars Battlefront 2 (first thing that came to mind), where characters flew about when hit with an explosion.
Plus, this would make grenades and rockets more useful rather than just "hurr they do splash damage".
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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[Updated on: Tue, 27 September 2011 17:15] Report message to a moderator
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Re: Renegade X - Beyond Black Dawn [message #456193 is a reply to message #456107] |
Tue, 27 September 2011 17:21 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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I figured it was implied there'd be different levels of "force" applied to infantry depending on how close they are to an explosion, with a direct hit causing the knockdown effect.
Just getting hit with the splash damage should only damage you and make you flinch a bit, yeah. It's odd that you can basically take a direct hit from a rocket launcher and juggernaut through it, though.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: Renegade X - Beyond Black Dawn [message #456215 is a reply to message #456193] |
Wed, 28 September 2011 03:42 |
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JohnDoe
Messages: 1416 Registered: May 2006
Karma: 0
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General (1 Star) |
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GEORGE ZIMMER wrote on Tue, 27 September 2011 17:21 | I figured it was implied there'd be different levels of "force" applied to infantry depending on how close they are to an explosion, with a direct hit causing the knockdown effect.
Just getting hit with the splash damage should only damage you and make you flinch a bit, yeah. It's odd that you can basically take a direct hit from a rocket launcher and juggernaut through it, though.
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that's why you'd get knocked back instead of brushing it off like in w3d. knockdowns are an incredibly frustrating mechanic that slows down gameplay unless you're talking beat em ups - battlefront 2 was a clusterfuck of a game anyway. doing shit like that for the sake of realism is especially retarded in a sci-fi fps where bad ass characters can take 10 assault rifle bullets to the dome and still be standing.
lol
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