I'm still dwelling on this water issue. But i hear me on some logic:
The Func_Shine uses a sprite as its graphic ingame. Sprites can be animated up to a certain number of frames. High as I have gone was 39. Either way, it can be animated. The shine doesn't play the animation, it sticks on the first frame, but what can be done if it did play the animation?
I think I could manage something out of it if I had this feature available. Since I will likely be using it often to compensate for the lack of shader water.
Also made a fun new smiley.
On a scheduling note: I want a demo in 2 months, and the whole thing done by the end of the year. Hopefully, but still, no promises since I do not know how well things will go. Like I said before, all this is still built on theory.
I may need some favors from people soon, given there are some voice-acting stuffs to be done. Please note there are spoilers in the lines. On the side, I'm planning everything out, such as mapping and exposition to the story. Running all that by some friends on my end and getting criticism on all that. I got good comment from Joe,
[/quote]Story works perfectly with the game mechanics, like that of Deus Ex.[quote]
...k
I guess they like it. Other criticism had mention of Halo, given there are so many Plot holes in a good story, 6D doesn't make those same mistakes. Also, everything has a history and a adherence that most games don't and is told in a way that isn't "In your face" and yet understandable, like that of HL1 and HL2.
Another satisfying grab on the scenario is that the game starts at the beginning as much as it can. Most games stick you in the middle to immerge the player immediately into the action. 6D doesn't do that but it makes that up with a mild blend of tension that gets you thinking about the setting and why things are, which get answered, and of course that leads to more cause and effect.
On a more interesting note, I recorded more time lapse, but I'm not finished with it yet. When I started costuming, I wasted a load of time since I wasn't quite sure how I was going to make it look. Plus the poly count is borderlining my budget. (3000) In turn, it looks even more confusing on the video since I add and delete stuff for like 20 minutes. I'm on a good roll now in texturing it.
Stay Faithful.