Day or Morning?
As you can see I’ve been working on the first level, Barsa-Kelmes. In my opinion, the second has far more interesting lighting but doesn’t really convey the “Harsh desert” feel so well. Thoughts?
As you can see I’ve been working on the first level, Barsa-Kelmes. In my opinion, the second has far more interesting lighting but doesn’t really convey the “Harsh desert” feel so well. Thoughts?
Well, it has been a few months since our last media release. Since then, we’ve found and dropped new people and produced quite a bit of content. I apologise about the lack of outdoor screenshots, they’ll come very soon (I’m waiting on a skybox texture)
Anyways, first up is the weapons. Here we have the SR-2M sub machine gun, a short range automatic weapon. Next is the Remington 870AE pump-action shotgun. Both of these models are dynamically lit, using phong to it’s greatest ability. Thanks to Millenia and Tycho Terryn for this.
Next up is the map screenshots. Me and Insight have been working on the laboratory sections of the game, including a big foyer area.
The foyer area was inspired by the grandoise Soviet architecture they were known for. Lot’s of marble, murals and intricate tiling.
Drew has taken a break, but still managed to create us a few props.
Finally, Nocturne has been making us some weapon attachments. The weapon attachment system will have a video on the next update. It’s similar to the Crysis system (although we designed it before it came out
) and allows you to customize your weapon to your own playstyle.
For instance, on your magazine you could choose to have either extended amounts of ammunition, or an LED counter taped on that tells you how many bullets remain in the magazine (remember, no HUD!)
Oh, some of you may have missed the Spetsnaz charachter IHazard developed for the mod. I’m including it in this media release for that reason!
It’s been a while. Since the last media release, Ivan’s Secrets has undergone some changes. To cut this short, we’re now in Uzbekistan.
The game is now set in the Aral Sea, a looted and abandoned area poisoned with toxic chemicals from numerous Soviet experiments. As such, it is an area entirely hostile to human life. The player plays as part of a mercenary group, looking for biological weapons the Russians left behind when they abandoned the area. However things didn’t exactly go to plan…
Now onto the media! Over the last 3 months we’ve probably created more than we ever have before. First the weapons. Drew has completley outdone himself on this one.
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Next is the hand rig. Drew made this and ZeeJenkis was kind enough to rig it for us.
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Blindside has been animating these weapons with profession, and they’re all rigged and ingame.
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Next up is the map props. Tycho Terryn made us a classic Lada, which was the car that EVERYONE used to drive around in the USSR. Drew made us a few new props too (god bless that guy).
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Now to me. Since the setting change, we’ve had to scrap all of our old maps, so we don’t have a lot to show this time around. However I’ll give you a look at the looted apartments. The Soviet Architechture blends with the desert environment to give this dry feel to it.
We have another media release down the track, but this should keep you occupied for a while.