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The Unbirth Challenge
RoyaleBeast Offline
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#31
RE: The Unbirth Challenge

anyone have an estimation on unbirths length gametime wise?
05-20-2010, 10:02 PM
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Yuhaney Offline
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#32
RE: The Unbirth Challenge

If you include off the crashing and stuff, I'd say half hour - max.
But if someone's gonna make Unbirth, I'd say you should check every info from the game (what ever you can find) and include that into the final story and rest you can make up by yourself.

It was never finished game, so it's kind of an "open source". Tongue

(This post was last modified: 05-20-2010, 10:27 PM by Yuhaney.)
05-20-2010, 10:27 PM
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SHODANFreeman Offline
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#33
RE: The Unbirth Challenge

Will it be possible to import the Unbirth assets into the Amnesia editor?
05-21-2010, 07:05 AM
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eliasfrost Offline
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#34
RE: The Unbirth Challenge

(05-21-2010, 07:05 AM)SHODANFreeman Wrote: Will it be possible to import the Unbirth assets into the Amnesia editor?

I'd make my own because the Unbirth assets are... Low quality (no offense frictional), plus, I'm sure HPL2 is capable of higher polycount than whatever engine Unbirth used. Smile

Scraper Wrote:It was never finished game, so it's kind of an "open source".

I'm not quite sure what you mean, as far as I know, the source was never released to the public.

[Image: indiedb_88x31.png]
05-21-2010, 07:19 AM
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Yuhaney Offline
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#35
RE: The Unbirth Challenge

(05-21-2010, 07:19 AM)nackidno Wrote:
Scraper Wrote:It was never finished game, so it's kind of an "open source".

I'm not quite sure what you mean, as far as I know, the source was never released to the public.

Yes, it's not really open source.

I mean, that if someone is going to remake Unbirth, then they'll have to make the rest of the story for themselves. Because the game wasn't never finished, so it's kinda "open source", to do so as long as it's not a commercial game. That's why I put the " " in it.

(This post was last modified: 05-21-2010, 08:34 AM by Yuhaney.)
05-21-2010, 08:33 AM
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SHODANFreeman Offline
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#36
RE: The Unbirth Challenge

(05-21-2010, 07:19 AM)nackidno Wrote: I'd make my own because the Unbirth assets are... Low quality (no offense frictional), plus, I'm sure HPL2 is capable of higher polycount than whatever engine Unbirth used. Smile

Well, when Amnesia comes out, if there isn't an actual organized team together, I'm going to attempt to do it myself, but my artistic abilities are ... lacking, to say the least. Undecided
05-21-2010, 09:42 AM
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RoyaleBeast Offline
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#37
RE: The Unbirth Challenge

(05-21-2010, 09:42 AM)SHODANFreeman Wrote:
(05-21-2010, 07:19 AM)nackidno Wrote: I'd make my own because the Unbirth assets are... Low quality (no offense frictional), plus, I'm sure HPL2 is capable of higher polycount than whatever engine Unbirth used. Smile

Well, when Amnesia comes out, if there isn't an actual organized team together, I'm going to attempt to do it myself, but my artistic abilities are ... lacking, to say the least. Undecided

why would u do that if ur skills are lacking
05-21-2010, 10:25 AM
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eliasfrost Offline
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#38
RE: The Unbirth Challenge

(05-21-2010, 09:42 AM)SHODANFreeman Wrote:
(05-21-2010, 07:19 AM)nackidno Wrote: I'd make my own because the Unbirth assets are... Low quality (no offense frictional), plus, I'm sure HPL2 is capable of higher polycount than whatever engine Unbirth used. Smile

Well, when Amnesia comes out, if there isn't an actual organized team together, I'm going to attempt to do it myself, but my artistic abilities are ... lacking, to say the least. Undecided

I'd recommend you to create the whole game with the Unbirth assets, THEN looking for an artist. Most of the times, a complete games with place holders appeal more to artists than no game with place holders. From own experience I know it's hard to find a 3D artist if no progress have started on the actual game.

The assets are only the "shell" of the game, the real deal lies within the gameplay, which you bring out by the help of graphics.

[Image: indiedb_88x31.png]
05-21-2010, 11:13 AM
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RoyaleBeast Offline
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#39
RE: The Unbirth Challenge

(05-21-2010, 11:13 AM)nackidno Wrote:
(05-21-2010, 09:42 AM)SHODANFreeman Wrote:
(05-21-2010, 07:19 AM)nackidno Wrote: I'd make my own because the Unbirth assets are... Low quality (no offense frictional), plus, I'm sure HPL2 is capable of higher polycount than whatever engine Unbirth used. Smile

Well, when Amnesia comes out, if there isn't an actual organized team together, I'm going to attempt to do it myself, but my artistic abilities are ... lacking, to say the least. Undecided

I'd recommend you to create the whole game with the Unbirth assets, THEN looking for an artist. Most of the times, a complete games with place holders appeal more to artists than no game with place holders. From own experience I know it's hard to find a 3D artist if no progress have started on the actual game.

The assets are only the "shell" of the game, the real deal lies within the gameplay, which you bring out by the help of graphics.

true but lets remember that amnesia isnt even out yet so we cant even determine wat will be possible.
05-21-2010, 08:19 PM
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SHODANFreeman Offline
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#40
RE: The Unbirth Challenge

(05-21-2010, 11:13 AM)nackidno Wrote: I'd recommend you to create the whole game with the Unbirth assets, THEN looking for an artist. Most of the times, a complete games with place holders appeal more to artists than no game with place holders. From own experience I know it's hard to find a 3D artist if no progress have started on the actual game.

The assets are only the "shell" of the game, the real deal lies within the gameplay, which you bring out by the help of graphics.

Yeah, that's why I was wondering if I'd be able to use the Unbirth assets at all, so I could put it together with placeholders.
05-21-2010, 08:54 PM
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