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View Full Version : What's taking KungFuV3.0?


Kev_Boy
12-18-2002, 02:37 AM
It's been waaaaay to long since I saw/heard something about KF3.0, what happend to it?

If Ken reads these forums regulary, please respond images/icons/smile.gif
Lack of time or just a whole lot of bugs or something :question:

I'd like to know if it's gonna make it or if it's gonna die images/icons/frown.gif

william ford
12-18-2002, 03:07 AM
When was the last time u seen him here? I've been here nearly a year and i think i've only ever seen one post.

Maddieman
12-18-2002, 05:17 AM
Call me a stalker, but I've seen his name appear in the recent visitor threads quite a few times - particularily during the time when he released the most recent video. I haven't seen it for a month or two though.

The chances are that it wont die - mods that are driven by a single creator have a much higher chance of coming out, as opposed to team based ones.

I'd say what is taking the longest would be finding time to animate everything. A really good animation can take anything from a fews days to a few months to do. And, lets not make a mistake here - the quality of his animation is almost on par with the pros - just watch the stick fighting anim that was mistakenly bundled with kung fu 2 (bat1.kf2). It's still better than anyone else's attempts at character animation.

Coding, in comparision, doesn't really take as long - once you understand the engine as far as you need to; ideas come and go of their own accord - implementing and testing them usually only takes a few days. Ironically, most of the time though, you need an animation to test it properly.

So for every days worth of coding you get working, you need to add on at least another few days for the accompanying animations. Take my mod for example, as far as coding tricks and gameplay features are concerned; I'm almost done. But, I've got about 10 weapons to individualy animate, plus shootdodge animations (8 animations per shootdodge in total), plus the death animations - and then I have a little time afterwards to add in any other little features I can think of. But right now, there is this giant animating hurdle that needs to be crossed (although I enjoy animating once I start, it's a pain to get motivated)

Then chuck in university/collage work into the equation, and then you release that these things take time, and hard work.

However, if this Take 2 press event was anything to go on, we've got until late 2003 before we see Max Payne 2 - so there is hardly any time pressure at the moment.

Even if he can't find the time to finish it, the content he had finished by the end of the summer (ie. the content of the kung fu 3 video) was more than enough to be classed as a step up from kung fu 2 - and I'd still be happy to download it.

Having said that, I find it quite amusing that there are some areas of the community that are just hanging on to this mod - as if their life depended on it. images/icons/grin.gif

Be patient, like all good things, it'll come out when it's done.