Code Name: Monster Island Promo Art & Beta Info
by Alan James · 09/24/2006 (1:25 pm) · 34 comments
Hi Everyone!
Just a small post on the status of the next Beta of Code Name: Monster Island. I have been stripping the directories down to a manageable level for a Beta build distribution (My main working directory is about 2GB, I've leaned it down to about a 160mb for a three to five level Beta).
I am interested in finding out if there are a few folks who would help me out first with a closed Beta. It wouldn't be the next Beta release but a bare-bones build so that I can get a sense of what type of performance everyone else might expect, and what kind of systems/gpu cards would be necessary. If you are interested post here, or email me: alanjames at charter dot net. It will be a rough build without most of the gui's updated, but it will be in a couple cases relatively content heavy to see just how bad things are and what I'm going to have to cut out. It will be a single player Beta.
Also I have been working on the Monster AI trying to pull from a couple different resources, but they're still dumb as stumps. I'll keep at it. At least they attack and can kill you now...instead of wandering *constantly* into walls or wherever.
On another note, I've include here a "Poster" of some promotional art that I'm working on for Code Name: Monster Island The model is one that I aquired from Blake Seow and his team at www.wonder3d.net. The arist name is Sanshi and it's a great main character model. I bought the mesh from them but handled the rigging and animation, there are a few things that I need to tweak, but so far I'm reasonablly happy with the results so far.

Also though I'd include couple screenshots from the Beta build directory. 'Cause you have to with a .plan, right? Hopefully I'll hear from a few of you interested in a rough Beta build. Thanks again.
- Alan
Creature in the Adara Sewer System

Area near the Damged Southern Airstrip

Soldier model in Game

Another shot of the creature in the Sewer System

Soldier on the beach

Soldier in partially submerged Jungle Village

Just a small post on the status of the next Beta of Code Name: Monster Island. I have been stripping the directories down to a manageable level for a Beta build distribution (My main working directory is about 2GB, I've leaned it down to about a 160mb for a three to five level Beta).
I am interested in finding out if there are a few folks who would help me out first with a closed Beta. It wouldn't be the next Beta release but a bare-bones build so that I can get a sense of what type of performance everyone else might expect, and what kind of systems/gpu cards would be necessary. If you are interested post here, or email me: alanjames at charter dot net. It will be a rough build without most of the gui's updated, but it will be in a couple cases relatively content heavy to see just how bad things are and what I'm going to have to cut out. It will be a single player Beta.
Also I have been working on the Monster AI trying to pull from a couple different resources, but they're still dumb as stumps. I'll keep at it. At least they attack and can kill you now...instead of wandering *constantly* into walls or wherever.
On another note, I've include here a "Poster" of some promotional art that I'm working on for Code Name: Monster Island The model is one that I aquired from Blake Seow and his team at www.wonder3d.net. The arist name is Sanshi and it's a great main character model. I bought the mesh from them but handled the rigging and animation, there are a few things that I need to tweak, but so far I'm reasonablly happy with the results so far.

Also though I'd include couple screenshots from the Beta build directory. 'Cause you have to with a .plan, right? Hopefully I'll hear from a few of you interested in a rough Beta build. Thanks again.
- Alan
Creature in the Adara Sewer System

Area near the Damged Southern Airstrip

Soldier model in Game

Another shot of the creature in the Sewer System

Soldier on the beach

Soldier in partially submerged Jungle Village

About the author
#2
Any Mac version? 8-P
STef
Edit: Forgot to menrion, I like the synopsis a lot.
09/24/2006 (1:46 pm)
Yes. Looking very good.Any Mac version? 8-P
STef
Edit: Forgot to menrion, I like the synopsis a lot.
#3
09/24/2006 (1:51 pm)
the first, the second and the fourth really look awesome dude, GG's new gen, here we come XD
#4
@Stephan. Not yet =(
I've had the word out to friends, enemies, family and strangers that I'm in the market for a used Mac, but no love yet. Hopefully I'll be able to line one up 'cause of the GLSL cross platform capabilities and the fact I'd like to have it available to Mac gamers when it's all said and done. I've also have a couple casual games we're working on for TGB, and I'd like to have them available eventually on the Mac platform also. We'll see what happens...
09/24/2006 (1:53 pm)
@Michael...thanks!@Stephan. Not yet =(
I've had the word out to friends, enemies, family and strangers that I'm in the market for a used Mac, but no love yet. Hopefully I'll be able to line one up 'cause of the GLSL cross platform capabilities and the fact I'd like to have it available to Mac gamers when it's all said and done. I've also have a couple casual games we're working on for TGB, and I'd like to have them available eventually on the Mac platform also. We'll see what happens...
#5
09/24/2006 (2:22 pm)
Nice model Alan.. would be maybe useful for something I've been prototyping in my mind :) Those guys seem pretty good.
#6
09/24/2006 (2:39 pm)
Looks great, love the idea, too!
#7
09/24/2006 (2:43 pm)
Fantastic work as always. Do you have any blur/depth of field shaders in there?
#8
09/24/2006 (2:55 pm)
Looks fantastic. I am always amazed at the progress you make, an inspiration to the rest of us hobbiests!
#9
09/24/2006 (4:03 pm)
Looking good; clean up the hud and you're golden.
#10
09/24/2006 (4:19 pm)
I didnt think I'd say it, but that's a sexy monster
#11
That's a residual hud from the "modern" original version of CN:MI. The one for the 1940's version will be substantially leaner and basic. Thanks!
@Mark,
Yeah, he's sexy but kind of like a male model...not so bright. "That Hansel, he's so hot right now!"
09/24/2006 (4:35 pm)
@Chris,That's a residual hud from the "modern" original version of CN:MI. The one for the 1940's version will be substantially leaner and basic. Thanks!
@Mark,
Yeah, he's sexy but kind of like a male model...not so bright. "That Hansel, he's so hot right now!"
#12
09/24/2006 (4:45 pm)
That's pretty neat. I wish I had a little more time right now to offer some interior/texture help.
#13
Can't wait until this beast is released!
09/24/2006 (4:53 pm)
Thats looking really great! the monster looks very good, so impressive!Can't wait until this beast is released!
#15
09/24/2006 (5:25 pm)
Looks fantastic alan, put me down for testing the beta build :), this will be the game to really showoff alexs drl and parralax mapping
#16
09/24/2006 (5:40 pm)
Looks great!
#17
09/24/2006 (5:57 pm)
Hey Alan, count me in for the beta! :)
#18
09/24/2006 (7:07 pm)
Oh yeah, and add me to the beta if you like. I'll be happy to test on my rig.
#19
09/24/2006 (7:45 pm)
Love the first monster shot! Cool use of the the shader stuff :)
#20
So far, this keeps looking better and better. I played the first beta and I was already loving it. Keep it up.
09/24/2006 (8:57 pm)
I'm loving this game Alan. I've been following it for quite awhile. I'd be happy to help with the beta if you'd like. My computer is pretty primitive compared to some, so I think you would be able to get a good idea of how well this runs on lower end computers.So far, this keeps looking better and better. I played the first beta and I was already loving it. Keep it up.

Torque 3D Owner Michael Cozzolino
Big Monk Games