Everyone at Team GoldenEye: Source is so excited to be giving you this media and mod progress update,
and we know we had a few months off the chart for updates, since our big releases earlier in the year.
Behind closed doors we've been progressing so well, the reasons and apologies for the lack of word you wouldn't
even remember by the end of this update. So, strap yourselves in as we reveal whats on the plate for beta 4!
Code ProgressOn the coding side of the house we have fixed many little bugs that were in Beta 3.1.4 (released march) but didn't directly impact gameplay. We have also implemented a plethora of new features in Beta 4 that further extend the GoldenEye 64 atmosphere. One key update comes a new gameplay engine based on Python instead of our current LUA. This not only allows us to more closely integrate the gameplay scripts with the C++ architecture, but it also makes it easier for us to create custom AI for our mod that can be tuned to each gameplay! This advancement is still under works, but should be ready for Beta 4 or as a downloadable addition.
Things to note:- Bullet penetration - This will work for the same set of weapons as the original used ; such as RCP90, AR33, and Cougar Magnum.
- New Gameplay Modes - Expected to feature in beta 4 are Capture the Key and The Living Daylights (Flag Tag). We will explain Capture the Key in our next update!
- Miscellaneous - We made it easier to see the current weapon set's weapons and help information on the current gameplay by simply pressing a key (much like the voice taunt menu in TF2). Additionally, Invulnerability has also been buffed with an advanced system that promotes teamwork by allowing two different attackers to compound damage on an enemy. And, we've added some super secret agent implementations which are so secret you only have to get to the end of the update to gain all the knowledge.
CavernsThe Caverns map, by
Sharpshootah, is definitely one of the multiplayer dev favourites and we delight in getting to experience this revisioned level. The map is capped off with extra areas accessible, the most instantly recognized is seen in screenshot three
(caverns_2.jpg), which links the lower section with the upper via the glass panels and holds two weapon locations. The atmospheric enhancement available and utilized by sharpshootah on source, and the anticipation of a community, makes this map one to really look forward to!
Click for larger image
Rolling ExplosionsWhaomg!?
Yes you read right. I'm sure theres not a fan out there that hasn't wanted this nostalgic wonder for quite some time, and the code was put in place before beta 3 came out ; However it was rightly deemed we should not rush it, but rather finely tune the bugs that came up and hone the particle and overall visual aspects before allowing it to our playing public. If you are wondering, It's damage value and radius are similar to the n64 instance.
The fireball is laced with all the goodies, such as, debris and a smoke filled air for a period after the fire clears. It also visually reflects the same way as in the n64 counterpart ; when you detonate or launch an explosive near a wall for example, the other side of the wall (if another room for example) will experience the fireball . Also to note, even props that explode will be rolling explosions!
Click for larger image
Grenade Launcher In-GameSeen above, this powerhouse weapon has just this week undergone tweaks and fixes for it's induction into full blown testing, the code is all working and the reload animation looks 5 star and release ready. Next update will cover more screens of this weapon, with further tweaking!
Speaking of animations, the team is buzzing with the addition of
The SSL to the developer list, we have in conjunction with KillerMonkey, been able to revamp our idle and fire animations for the characters. These new world animations mark a big leap in our goal for a unique look, steering away from HL2 style of running/holding weapons, and more towards our vision of goldeneye64 fame.
PropsThese are a selection of our environmental props for the current batch of levels in production. One that im sure stands out is the spiral hatch from caverns, as well as the updated hi-res look of the computer console seen in many levels on the original!
Our 3D department has quite a few members dedicated as prop artists, to fill dozens of requests from our mappers all throughout the year of a map's production. Their works are tireless, with dozens of tweaks, from textures and scale as the pipeline to insertion in the level is complete ; It's nice to show off singularly, the environment they help create.
MusicLastly, our most recent sound designer/composer to join the team,
Goldenzen, has been firing on all cylinders with his brand of GoldenEye remix. He combines the movie-esque inspiration, with the arrangements of the game tracks in a way that is a treat to the ear and lover of all forms GoldenEye. Here is a little blend of all his current WIP efforts that we may see done for release in the Beta 4 OST! Again, just more choice for the new featured in-game music player, which is configurable with each level in the mod.
Bunker, Facility, Streets, Library, Surface [right click to download]We want to mention one last thing. Big thanks goes to the folks who make Wing IDE.
Wingware have provided us with a free license for their Python debug technology, which mentioned above is used for our gameplay modes and other features.
http://www.wingware.com/Next update : More Grenade Launcher. The possibility of a teaser video for beta 4, which will include visuals of rolling explosions seen above! Plus more screens from artwork, namely a new character for MI6 about to go in game. Finally, continuing to show new levels slated for release, this time from Viashino Cutthroat who is a savage beast of classic's perfection. Thanks for viewing our work and your support is appreciated!
Sincerely,
Team GoldenEye: Source