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Work in Progress / Open Source Community FPS Project

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Peter H
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Posted: 19th Nov 2004 06:49
sweeeeettt....nice pistol...

i'll take the top side and front pics tomorrow...

"We make the worst games in the universe."

dark coder
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Posted: 19th Nov 2004 07:24
got a flatshade?-texture


Hamish McHaggis
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Posted: 20th Nov 2004 02:03
Peter - Looks cool, though the render makes it looks like it's a inflatable gun . Be good to see a wireframe, and to fix the normals so it looks sharper on the edges like a real gun . Smoothing isn't always the best idea for low poly, un-organic models imo, unless you use it really carefully.

Badname - Great! BTW, has it got moving parts like the cartridge, or any recoil mechanism (or is it internal?)?

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David T
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Posted: 20th Nov 2004 02:09
Game looks great Guns looks familiar however it does look a little dark. I'm sure a nice celing with pipes etc would work great.

lol, every time I post in the Merc 2 thread you post here



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Peter H
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Posted: 20th Nov 2004 03:46 Edited at: 20th Nov 2004 03:48
lol here's a wireframe(BTW the normal version has no smoothing)
Bmp (highly suggested)
Jpg


as you can see a lot of the polys are in the pipe...if you want i could reduce those polys...but it wouldn't be as pretty

Quote: "the render makes it looks like it's a inflatable gun"

lol i loaded it up in DBPro and it doesn't look like that it's just milkshapes render trying to make it look cooler

"We make the worst games in the universe."

Hamish McHaggis
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Posted: 23rd Nov 2004 17:54
Looks pretty nice peter . Though I think it could do with a few more polys to add some more detail. There are small indents and stuff in the concept pic that would make it look a lot nicer and more finished imo .

BTW, we're still looking for a texture artist to skin these guns (not badnames, as they're already skinned). I'll post a pic of Proffessor's guns when I'm at home.

Quote: "Game looks great Guns looks familiar however it does look a little dark. I'm sure a nice celing with pipes etc would work great."


Cheers David! We definitly need a better level. I'm thinking maybe we should resort to modelling bigger chunks of level, and lightmapping them in giles, then pieceing 'em together in a custom editor, then adding small details in that too. May result in an overall more impressive level, though it would take away some flexability.

Any ideas for what level we could have? I think Prof, or someone (I lose track of who I talk to on msn ) had the idea of making a mall, or a kind of paintball arena in a wood. I also like the idea of making a supermarket . Maybe adding newton physics to knock a load of items off the shelves, though supermarkets aren't really very interesting structure-wise. What does anyone else think? I'm also calling on all the level editor people now, and anyone who has giles to do the lightmapping .

I have ricocheting bullets fixed now, and tracers are now optional though I had to take out the plasma bolts since the way the system works slightly changed. Will add back in when I have time (been busy with coursework for a while).

Other things I need to fix would be...

- When zooming/aiming guns, the bullets should shoot directly at where crosshair is pointing. Still need to figure this out as pick object seems to be too slow for checking all objects at once.
- Collision system is a bit sketchy at the moment, it needs to be optimised so only the objects around the character are being checked. At the moment all objects in the scene are being checked (but I must say, sparky's collision dll is holding up pretty well at around 80fps average )
- Need to add newton physics as I said above. I haven't really looked into detail at this, so if anyone wants to add the module feel free to ask about it. Contact me on my msn.
- Particle emitter objects need to be added. At the moment particles are emitted by single calls to a function, but emitter objects are really needed to create things like torches and water fountains etc.
- Need to properly add enemies into the mix. Like actual people representing them (I'm thinking of maybe using Psionics dwarf as a placeholder ), and adding projectile to character collision, and taking off life etc. Shouldn't really be too hard, the hardest bit would be the character animation.
- Pickups! Need to add them, can't believe they aren't in yet to be honest. Good job I've decided to write out a list, I can finally get some essential stuff in.
- Multiplayer. Mussi is still busy with school, but hopefully it won't be too far away .
- I'm considering landscapes, though I'm not sure how to impliment them. It'd be best to impliment them when a fully working editor is made. Maybe they need to wait till later.

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walaber
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Posted: 23rd Nov 2004 20:11
Quote: "Need to add newton physics as I said above. I haven't really looked into detail at this, so if anyone wants to add the module feel free to ask about it. Contact me on my msn."


sorry I haven't replied in this thread, I've been keeping my eye on it. I highly recommend you guys wait for the next release before putting Newton into the game, the next release is a big one, that makes a lot of things easier, and the newton solver itself is faster and more accurate than before. I am too busy to be the "physics guy" on this project, but I'd be glad to help with any Newton questions/problems there might be!

Also, the next wrapper version (should be out within 1-2weeks) will have a FPS demo (which you may have seen in my WIP thread), which shows a simple way to make FPS player controls and world interaction through Newton... in my opinion, Newton can handle:

1) player movement and physics
2) interaction with all background objects
3) elevators, doors, etc. (can be breakable if desired)
4) bullet hole alignment
5) ragdoll death animations if desired (requires special attention when making character models, but otherwise is pretty simple)

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Peter H
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Posted: 23rd Nov 2004 22:12
@hammish i was leaving those for the texture artist because i thought it was getting too high of a poly count but since you want em i'll go put them in

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Hamish McHaggis
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Posted: 23rd Nov 2004 22:31 Edited at: 23rd Nov 2004 22:37
Walaber - Sounds pretty cool . Maybe we'll have to switch over to newton completely if it all works fast and well. I was under the impression that newton was geared for solid geometric object physics, not player movement. Have they added in simple ellipse-mesh collision, or are you just doing some tweeking to get it to work like that? Is it possible to do fast deletion and addition of mesh data from the collision checks when you get in range or out of range of the colliding object?

Peter - Goodo . Slightly bigger details like that look a lot better on the actual object rather than on the texture (especially when viewed from the side). Are you interested in doing the electricity gun (I was thinking that the circular bit on the side would somehow spin round, like it's creating the charge that it fires . I dunno .)

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ALPHA ZERO PRODUCTIONS
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Posted: 26th Nov 2004 23:45
hey hamish when will dark FX be finished ?????

http://www.dbforums.co.uk/~hamish/contents/particles.htm


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blanky
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Posted: 27th Nov 2004 01:06 Edited at: 27th Nov 2004 17:38
It looks absolutely amazing.

If I could actually download the code or get onto the website it'd be even better, but from what ubermuflibigibbit robx posted, the graphics look bloody amazing!

Plz plz plz pplz PLZ fix the site...

[EDIT: Ah, weird.. I could swear this thread only had 3 pages, not 5... I missed the one where you gave a new download of the entire game
Once the trial expires, I'm probably gonna buy DBPro just for this...]

6r1m r34p0r
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Posted: 27th Nov 2004 01:53
here is a pistol. plz put it in game and show a screen
Professor
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Posted: 27th Nov 2004 09:46
Open Mind the file doesnt work the size is 0 bytes... email me somthing that will work and ill put it in game but i doubt it will be there in the full version, unless your on the project.

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Nicholas Thompson
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Posted: 27th Nov 2004 10:11
Ahhh another forum achievement Hehe. Now where was this problem being discussed as "solved"?

Professor
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Posted: 27th Nov 2004 11:22
Nope not solved yet

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Hamish McHaggis
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Posted: 27th Nov 2004 21:44
Alpha - It's probably never going to have the editor finished, but you can get the engine from the Program Announcements board.

Hmm, the website has been down for quite a few days now. I'll have a word with my hosts, but unfortunately I can't do anything directly to fix it.

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6r1m r34p0r
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Posted: 28th Nov 2004 07:16
i sent an email. check your inbox
Professor
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Posted: 28th Nov 2004 10:45 Edited at: 28th Nov 2004 10:47
It seems like you are trying to get your gun in every game you can?

http://forum.thegamecreators.com/?m=forum_view&t=42686&b=8&p=2

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6r1m r34p0r
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Posted: 29th Nov 2004 03:41
Yes.
Hamish McHaggis
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Posted: 30th Nov 2004 02:14
Ok, the first proper level is going to be some sort of outdoor paintball style battle arena, you know, with bunkers and watch towers and trees and barriers and pill boxes. Get any suggestions about the level into this post. If you want to help Professor with the modelling or, perhaps more importantly, texturing of the level pieces. Everything will be made as an object, but will be split into separate objects for faster collision and rendering.

Here are some pics of the kind of thing we're gonna be after.

http://www.bharat-rakshak.com/IAF/Info/Images/AirPower1.jpg
http://www.nortfort.ru/salpa/img/f-4-salpa-01.jpg
http://www.dorsetcc.gov.uk/media/images/a/m/Military%20pill%20box%20Hive%20beach%203large.jpg

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Chris K
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Posted: 30th Nov 2004 04:51
Dorset?! That's my home county.

Anyway, my internet stopped letting me see the previous page where I offer to do some 2D art. I couldn't see what you said.

Do you still want it being done, if so what exactly?

I might be able to do it, might not, but I'll give it a go and post it here. I won't feel bad at all if you refuse it.
the w00tmasta
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Posted: 30th Nov 2004 05:52
this looks good. i hope you get a lot of models. ive got a lot that need converting. oh well

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Hamish McHaggis
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Posted: 30th Nov 2004 06:07 Edited at: 30th Nov 2004 06:08
Well, something like this would be nice...

http://www.johnmitchell.org/artgall2/monalisa.jpg

What? You can't do that ? Well what can you do ? There are textures for objects, like a bridge at the moment by Prof (see attached). Or you could do some GUI art, as the two people who volunteered to do something haven't produced anything (story of my life , and I'm not talking about you RobX, don't worry ).



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Chris K
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Posted: 30th Nov 2004 06:09
GUI art.

What do you need for that?
Professor
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Posted: 30th Nov 2004 06:14 Edited at: 30th Nov 2004 06:17
Ok there are some fixes to the model, just one. the steps are nolonger majicly hanging in mid air





This is an example of the objects that will need textures( I have already UVW mapped them), i am curently working on the terrain witch will also need textures.

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Wiggett
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Posted: 30th Nov 2004 06:27
Quote: "and I'm not talking about you RobX, don't worry "


phew, thought I'd been caught out there nah I'm not really able to help too much cause I'm waitin on formatting my machine when my video card arrives, it seems that after about 5 mins of idle my computer gives me 0.5 fps when moving a mouse. so its royally fugged. but when I format I will get photoshop back and be able to make as many gui avatar thingys as I want. I think my computer's got saturday night palsy so I don't wanna spread no disease to your computers.

Hamish McHaggis
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Posted: 30th Nov 2004 06:28 Edited at: 30th Nov 2004 06:31
Here is my rough concept of what is needed for the gui...



Basically, make it nice a snazzy, and sleek. Feel free to use alpha in the sprites, just make sure it saves. The text will be done with image fonts (like in the demo). It just needs the background to make it look nice . The decals for the weapons can be done later, but bullet decals could be good. Feel free to make rocket and grenade decals, and maybe alternative "charge" bars for the energy weapons.

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Hamish McHaggis
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Posted: 30th Nov 2004 06:36
Quote: "phew, thought I'd been caught out there nah I'm not really able to help too much cause I'm waitin on formatting my machine when my video card arrives, it seems that after about 5 mins of idle my computer gives me 0.5 fps when moving a mouse. so its royally fugged. but when I format I will get photoshop back and be able to make as many gui avatar thingys as I want. I think my computer's got saturday night palsy so I don't wanna spread no disease to your computers. "


Dang fubar'd computer. Don't worry, you don't have to do avatar thingys, as avatars will be made by overlaying the image onto a background that Chris, or someone will make (oh yeah, feel free to make a border for the 50x50 pixel avatar images, for the communication thingy Chris ). If you wanted to create some cool avatars, be my guest . Always good to have original material .

Chris - If you want, you can make a preview of some gui stuff, then post here to get it commented on, so you get the right style and everything before you go making a whole load of stuff.

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Wiggett
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Posted: 30th Nov 2004 06:49
ahh ok cool, got someone else doin what I was gonna do eh? nah thats good, soz that I couldn't help you, but I'm sure I can throw in a few things when I get my pc fixed.

dark coder
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Posted: 30th Nov 2004 07:28
ill have a bash at making that grenade laucher tomorow, if you want any more statics or guns just supply me with either a name or a ref pic of one


Professor
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Posted: 30th Nov 2004 08:14
Ok heres a ammo box, i found it (The Real thing) when i was diging around in my house. i made the model and the texture is real (I took pictures of the AmmoBox)



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Hamish McHaggis
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Posted: 30th Nov 2004 21:45
Quote: "ahh ok cool, got someone else doin what I was gonna do eh? nah thats good, soz that I couldn't help you, but I'm sure I can throw in a few things when I get my pc fixed. "


To be honest, I'm not entirely sure what you were gonna do .

DC - That'd be cool . Looking forward to seeing it .

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Peter H
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Posted: 30th Nov 2004 22:03 Edited at: 30th Nov 2004 22:03
yeah awesome ammo box

BTW hammish i'm still working on the gun...kinda held up by a awesome book( well trilogy...Black, Red, and White) and the fact that i'm having trouble figuring out how to "cut/slice" in milkshape

but i did get the indents in the handle completed...

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Hamish McHaggis
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Posted: 30th Nov 2004 22:05
Np Peter.

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Professor
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Posted: 1st Dec 2004 00:54
Thanks Peter

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Ian T
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Posted: 1st Dec 2004 02:33
Nice ammo box!

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Professor
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Posted: 1st Dec 2004 07:31 Edited at: 1st Dec 2004 07:36
Thanks Mouse!

Again a new and simple model,(i dont realy know what to call it yet ) As far as i know we still dont have any texturers so please if anyone has a intrest me or send Hamish a email. the reason i said "me or hamish" is because i dont want him to be receving a email from peaple that dont know what there doing.





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Peter H
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Posted: 2nd Dec 2004 02:18
call it...




"Bird House"




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Badname
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Posted: 2nd Dec 2004 03:03 Edited at: 2nd Dec 2004 03:03
nice jobs professor

3D modeler & Texture artist
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Professor
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Posted: 2nd Dec 2004 04:11 Edited at: 2nd Dec 2004 06:08
"Bird House" Ill think about it . Thanks badname!
CPU
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Posted: 4th Dec 2004 02:06
Hamish - I've got a good start on the music engin, i'd say it's about 75%ish compleated but like they say 95% of your time is spent on 5% of the code... But yeah a little bit more detail:

-- Finished --
-> loading and deleting of playlists
-> Loading and deleting music
-> Fading between songs
-> new song starts playing after a previous one finishes
-> local volume levels

-- Not Finished --
-> global volume level (so you can set the general volume of the music)
-> action levels

so i hope your happy with the progress Hamish,
Keep working on it!

CPU

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Professor
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Posted: 4th Dec 2004 10:30
Good work CPU, hamish seems to be gone at the moment so you might not get a replie today. Hopfuly he will be back by tomorow.
Dave J
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Posted: 4th Dec 2004 14:19
Well... I think this finally deserves a sticky, y'know, when I first saw this a month ago, I secretly placed a bet that this project wouldn't last a week (like that other community game ) - guess I was wrong.

Now let me find my sticky-tape...


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Hamish McHaggis
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Posted: 5th Dec 2004 01:38 Edited at: 5th Dec 2004 01:39
Wow, sticky, cheers Exeat. Didn't really expect that so fast . Feel free to un-sticky it if you don't think it's going anywhere fast enough .

Sorry for not working on much lately, I'm just in one of those moods lately when I don't really want to use the computer that much. I'm taking a look at the newton wrapper to see if we can completely switch over to newton for collision.

CPU - Sounds great . Hopefully soon we'll have the first decent amount of code not by me (although Mussi is still working on the multiplayer dll and code).

Keep up the good work professor. I think we will soon need a good level editor, especially if Newton is going to be integrated .

Also, we still need skinner for the models people have made.

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David T
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Posted: 5th Dec 2004 01:57
Quote: "Well... I think this finally deserves a sticky"


Got any glue left for Merc 2? j/k

Project looks good. I especially like the catwalk type contraption a bit up the page.

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Professor
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Posted: 5th Dec 2004 07:15
Thanks David T!!
Dave J
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Posted: 5th Dec 2004 07:20
Quote: "Got any glue left for Merc 2? j/k"


What? Don't want to sticky it yourself? Nah, I'm waiting for the demo before I deplete my glue supplies... there *will* be a demo, won't there?


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David T
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Posted: 5th Dec 2004 07:26
Quote: "What? Don't want to sticky it yourself?"


Nope, I consider it abuse of my position

Demo soon, yes....

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Professor
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Posted: 5th Dec 2004 08:08
I dont know how soon but there should be one. i dont know for sure this realy is a question for Hamish.
Dave J
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Posted: 5th Dec 2004 14:52
Quote: "Nope, I consider it abuse of my position "


Don't worry, I would too. It just seems like favourism when you sticky your own threads, like if I made a WIP thread for a 'Sphere on Matrix' demo and set it as an announcement.


Quote: "I dont know how soon but there should be one. i dont know for sure this realy is a question for Hamish. "


We were talking about David T's game, but yeah, a demo for this project would be cool too.


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