Currently:
Zoids: The Ancients - C++ w/DirectX - Mech MMORPG
most of the world format & physics done, have a few of the minor models and characters finished ... but compaired to current projects it looks just like its my first game in C++ - it is but it still looks bad to me.
Jedi Knight: Duel of Honour - DBP w/DarkKarma - Multipler Action
i've got a single level for this done, but i dunno what the hell the other coders are actually working on... as it sure as hell doesn't seem to be this. And one can't even be bothered to tell me that he was gonna be away from the summer which really pissed me off (this is why i hate working in teams with people from here, they do a little work then leave me hanging
)
Space Hulk : Mysteries of the Sanguinius Armisture - C++ w/OpenGL/OpenAL/idNetwork - Survival Horror
This is due out August 2004 on EA Games (4years in the making and well worth the wait)
Zelda: The Shadow Pyramid - DB/DBP - Game Engine/Action RPG
just a few loose ends to tie up really, sorting out and finalising fmtBSP 14 for DB & DBP ... trying to get the Cel Shading to work right in both (both are using a plugin for the Shaders)
7th Day Project - C++ w/Luma - Think its a new Genre
have a demo underway which is a full 12hr pre-story the the main game in November, you miss out this and you'll miss alot of the storyline and baggage that comes with it. This is the ONLY project that really matters to me.
November 2003 - Demo Release (aka 7dp-Genesis) [not spelt wrong]
Qtr2 2004 - Full Release (aka 7dp-Innocence)
beyond 2004 - ?There will be more?
i have an entire stroy planned out, and how many games i take to complete the entire story i'm not sure. i hope that the game will hook onto fans of Animé like Ghost in the Shell as the story is just so much of an involved story allowing you to evolve your character into an extension of you.
Something new planned which i don't think i've ever seen another game do, is your character will be saved - and you can access her in the next game... so you can either start with preset standard or start with your old character from the previous games.
Tatoos / Battle Scars / Weapon Skills / Fighting Moves / Fighting Techniqués / Strength / Agility / Stamina / Injuries
will all be passed on from game to game ... which will allow you to rather than just play each game as a single story - really get into the feel that each game takes of exactly where the last ended.
The setup of the missions means that the less experienced you are the slower the game gets you involved, whereas you come from the previous game you can choose to take the easy versions of mission or the hard ones or just relaxing ones. Each mission is structured in a way that you choose the difficulty be choosing what tasks you want to complete. Some are timed, some are setup to switch between a partner ... Some you have to use you ComOp to navigate things.
each mission just has several aspects to choose from, depending on which you choose determins the difficulty of the next set of missions - determines what happens in the story.
althought the underline story is set the character are pitched to run along a few dynamic routes which means being a veteran or newbie will show you different aspect of the story, it will either go into details you won't know or overlook those you do know. It's like being able to take a film and watch it over and over again - each time noticing there is more to it than originally meets the eye.
hopefully this will take away the general myth behind "graphics make a good game" ... cause although the graphics are second to none, your focus will be so closely on the story and gameplay the graphics will just be like "whoa! i never noticed how cool that looks before" when you're like in an airvent looking down at cops and watching the dust flutter through the sunbeams comming in... projecting compisite soft shadows that add just so much depth.
another thing about the graphics is i'm getting sick and tired of this Softimage SUPERSOFT style of people. the only title i've seen to date which looks like the people were actually developed through skill rather than the mesh divide are those in Resident Evil (on the GC) ... i've also been getting sick of the extreme unknowlageable use of Cel Shading - although the i'm not sure if to go with a Cel or Real look right now, the cell look is pretty amazing as i've tried to give it a cartoon look without taking away from the realism at all. Anyone who has seens the latest Ghost in the Shell cartoons will have noticed that they're cel shading is exceptional - and although my own isn't quite that good yet, it is slowly getting there.
but knowing me i'll change my mind at the last min and take it out
-----------------------------
well thats about all that i'm working on, exluding the plugins. most of this all really finished actual work within the next few months - then i'll be reclusing to work on 7dp and just improving it before the deadline release.
[edit-]
There is also Op: Desert Fox ... but i don't wanna say anything about that until its released