Community Project 2 SLOWNESS

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jaydenbz2
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Community Project 2 SLOWNESS

Post by jaydenbz2 »

OK, Hi all, I'm Jayden, the Guy working on CP2 ingame and assets.

So as you know development is slow, I just don't get much time anymore as I'm in Uni and working on heaps of other game art related project.

Of Course despite this I'm not in any way going to abandon Bz2 modding, It just occupies such a small percentage of my time, in the dismally small amount of spare time I have I usually get a few decent assets pumped out, unlike when I was in school making like 2-3 tanks a week :)

Point is, one of my projects is finishing soon, So I can make another burst of assets, the next project will be less time demanding so there should be even further open space, so far I have a few units and buildings of the AED done, many textures, environment stuff, lots of Aenean vehicles, and James Baxters weapons pack is being integrated aswell.

A large portion of the story appears to be mostly done.

The pace will start getting faster again in some time. :)

What I've been doing outside bz2:
http://www.jaydenh.portfoliobox.me/
Last edited by jaydenbz2 on Sun Mar 23, 2014 12:03 am, edited 1 time in total.
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Red Devil
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Re: Community Project 2 SLOWNESS

Post by Red Devil »

nice work, jayden. 8-)
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General BlackDragon
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Re: Community Project 2 SLOWNESS

Post by General BlackDragon »

awesome
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Killerstrike
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Re: Community Project 2 SLOWNESS

Post by Killerstrike »

wut will the story be about or should i just wait ?? <<<<


one hicup that i am kind of bored by now with bz is to many missions were you just blowup the REC an win mission (Flesh storm stare-in at you )

BZ 1 mix this up with relic captures CTF an one mission had a ambush
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Ded10c
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Re: Community Project 2 SLOWNESS

Post by Ded10c »

I'm CP2's lead writer, and I'm in much the same situation as Jayden. My first year as a Gameplay Design and Production student is coming to an end, which means a load of work for two days and then a long break.

With CP2's campaign, Nielk1 and I took great care to make sure the missions weren't just strategy matches over and over against. Amongst the missions I've started writing so far, we have resource denial (I don't think there's been one of those yet), VIP and convoy escorts, exploration of (brand) new environments, claustrophobic CQB, spaceborne dogfighting and stealth.
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