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BLISTER - British SWAT-style FPS

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    #16
    Hi, I'm the other brother working on BLISTER. For the last few weeks I've been fleshing out our level design ready for a proper demo build, working on the storyline and the copy for our website, making a couple of weapons and now, most importantly, getting rid of those bloody blue guys with some proper BLISTER agents!

    Here's some progress in ZBrush, I'm currently going through the motions of sculpting the folds in the cloth before going back into Max and adding in the comms headset, HUD eyepiece and visors.

    Soon I will post a more fleshed out description of the mad and fractured world of BLISTER, but before then, you'll probably see more of the excellent radial dial UI system Scanner has been working on.

    Click image for larger version

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      #17
      WOAH! This looks amazing.
      There hasn't been a SWAT game since...well, Swat 4: Stetchkov Incident or whatever it was called. Even to this date, when friends come over for a LAN, we play SWAT 4.

      The video showing the AI breaching, that's some real cool stuff right there. I'm really looking forward to seeing where this goes!

      Keep up this amazing work.
      Developer of the party game "Metal Heads".
      www.metalheadsgame.com
      Follow on Twitter @MetalHeadsGame
      Follow on Facebook www.facebook.com/MetalHeadsGame.

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        #18
        Will be keeping an eye on this any plans for co-op?

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          #19
          I would really like to get co-op in for the full actual release, but for now I'm focusing on the singleplayer. Being a small team we have to consider the scope of the project and make sure it's feasible, but I think co-op should be possible later.
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            #20
            Amazing! Good work

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              #21
              Looks very good, reminds me of the shooters from the Tom Clancy games, primarily the Rainbow Six series. Even though it isn't finished I really enjoy what it looks like so far, keep up the good work.
              Solo Indie Developer, I know most stuff, ask me anything you may need to know concerning coding with the Unreal Engine or C++.

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                #22
                Hi, guys

                Here is some more work on the high poly for our eponymous agent. The lowpoly is in the process of being unwrapped and then we'll be taking him through the texturing process.

                Click image for larger version

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                  #23
                  We finally have a BLISTER agent in game with a video to follow. His texturing is currently temporary but it's great to have him in game.

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                  Last edited by Kromenoi; 07-27-2015, 07:28 PM.

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                    #24
                    Also a new video of breaching multiple rooms, and the last weapon to be ported over to the new arm rig, the UZI. (Temporary iron sights of course)
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                      #25
                      Back with an update! We're working on the new loadout menu, but for now here's a video showing some of the possible attachments for customising your weapons
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                        #26
                        looks interesting. But I don't see aim in videos.

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                          #27
                          Some awesome updates on the level we're preparing for our greenlight trailer!


                          Attached Files
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                            #28
                            What a lovely destructible environment !

                            -m
                            Python for Unreal Engine Editor Tools Scripting

                            Check my games & tutorials !

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                              #29
                              Thanks! We're trying pretty hard to get the aftermath of a firefight to be really apparent. A big part of that is just making a lot of stuff happen when bullets start flying in a room, like paper being dispersed and fragments of dividers coming off. The goal is to be as visceral as possible
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                                #30
                                Concept art for the updated terrorist models! Their clothes are headpieces are modular and the colours and patterns will be randomised
                                Attached Files
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