View Full Version : Welcome to Prometheus!
Angel_Mapper
11-06-2009, 10:37 PM
Welcome to Prometheus! This forum is for discussion of the UDK demo build of Prometheus as well as the upcoming commercial version.
The Prometheus UDK build can be downloaded here:
http://www.fileplanet.com/promotions/mod/prometheus.aspx?_cmpid=fp194
Any comments or feedback is welcome! :)
I'd like to thank Epic for providing us with our own forum section. Thank you!
Prometheus is:
Rachel Cordone - Creative Director, Programmer, Designer
Jos Hendriks - Level Designer, Environment Artist
Glynn Smith - Lead Environment Artist
Aaron Clifford - Environment Artist, Technical Artist
Mike Brainard - Environment Artist, Concept Artist
Tobias Danbo - Environment Artist
Vadym Flinta - Environment Artist
Artem Rynkovoy - Environment Artist
Tobias Frank - Character Artist
Nathan Fulton - Character Artist
Jorge Gecov - Concept Artist
Glenn Storm - Animator
Danny Saiz - Music
Mike Jones - Sound Designer, Audio Engineer
Robin Arnott - Sound Designer
Todd Agnello - Voice Actor
Kevin Paez - Voice Actor, Audio Engineer
Dana Detrick - Voice Actress
Mark Chandler - Marketing and PR Advisor
Solid Snake
11-06-2009, 10:47 PM
Good luck, and congratulations!
micahpharoh
11-07-2009, 12:03 AM
so did you have early access to the UDK or are you just that fast?
Angel_Mapper
11-07-2009, 01:03 AM
so did you have early access to the UDK or are you just that fast?Prometheus, The Ball and probably a few others were able to get early access to help iron out the bugs with it. Epic has been really great with getting feedback from the mod community to make sure the UDK is as awesome as possible. :)
Woo hoo! Nice to "see" you Rachel. Congrats on an awesome game!
Piranhi
11-07-2009, 12:32 PM
Really good work on the game :D Congratulations!
Xcase
11-07-2009, 01:09 PM
Excellent job with the game as always, but, playing it, I think I'll stay with the mod version for a while.
I have nothing against making it a standalone game, but it seems to have picked up a few issues during the transfer.
Most notably, the performance seems to have taken quite a hit, though that may be a coincidence. The quantum states, as a consequence, are doing more and more of that quirk where they slow down for a second then speed up to try and match what I assume is a record of their movement.
Also, the buttons sometimes don't react to your quantum states (I can't tell you precisely where/when this happens because it seems to happen completely at random, and often fixes itself the next state). This also applies to the blue door-opening-thingy in Parallel. That's Kismet for you, I suppose, or at least whatever version came with the UDK. No offense, it just occasionally fails to work.
Speaking of Parallel, the music just flat stopped on me after a minute or two of playing it.
One last thing, very minor: the ending cutscene in Breach is a little ill-timed, as you can see the guy spawning just as you round the corner of the hallway. This may be a one-time thing, I'll play it again just to check.
Otherwise, the game is great. Good job at fixing the music layering glitch with Breach.
Also, since this is also technically a thread about the commercial version:
Do you have any plans for an endgame "boss", or just a fiendishly difficult/awesome puzzle? I know bosses for puzzle games are hard to come up with, but I at least liked the way the mod Portal: Still Alive did it. Not that that example in particular would really work here. Perhaps a state duel with yourself? Heh, I have no idea how that would work, but it's just an idea.
Hoping to see more of you guys' work in the future, be it this game or another,
XCase.
geodav
11-07-2009, 03:44 PM
would you be so kind and show us how to set things up to use UDK for a TC/game
G.Lecter
11-07-2009, 04:40 PM
Excellent job with the game as always, but, playing it, I think I'll stay with the mod version for a while.Well it is just a UDK port of v3 September release, so the focus should still be in a mod version for MSUC... They must have at least a couple of new puzzles to release for the Grand Finals, right? ;)
I get more or less the same performance in both UDK and UT3 versions. The framerate is slightly better in UDK Epimetheus levels but the 'Select Quantum State' screen feels very laggy compared to UT3 version... Triggers not reacting to quantum states I think it may have something to do with performance: I never noticed any problem with quantum states in my usual comp, however in my older laptop buttons sometimes are glitchy, especially the Parallel's door-open thing Xcase has mentioned.
Music in Parallel was OK here, but it stopped playing in Gambit's 2nd quantum state. The lighting of doors sometimes was weird and achievements aren't working, but none of those bugs stopped me from enjoying the game once again... :D Looking forward to the next release...
Angel_Mapper
11-07-2009, 07:54 PM
Most notably, the performance seems to have taken quite a hit, though that may be a coincidence. The quantum states, as a consequence, are doing more and more of that quirk where they slow down for a second then speed up to try and match what I assume is a record of their movement.What are your system specs? OS, video card, memory, CPU. It's weird that the issue seems to be random, it's not just low spec computers like you'd expect. I'm going to be trying a different method of playback for the commercial version, so hopefully this won't be an issue. The trigger issue is related, if the states are laggy the code I have to make sure they should hit the trigger might not work.
Also, since this is also technically a thread about the commercial version:
Do you have any plans for an endgame "boss", or just a fiendishly difficult/awesome puzzle?Something like that. :) I'm still working on the details, but I am planning on having a boss fight at the end.
would you be so kind and show us how to set things up to use UDK for a TC/gameWell, there isn't really anything special you need to do to set it up, you just need to point Map and LocalMap in DefaultEngine.ini at your front end map and load your menu through Kismet. Once your menu is loaded the game's all yours. :) You can use console commands in the menu's script to load maps, and specify what GameInfo class to use.
Thanks for the feedback guys, I'm just as frustrated with the clone inaccuracy issues that have plagued me since the first release, and it's something I'm always working on improving. Hopefully the new method I'm going to put in after the contest will get rid of it.
Xcase
11-07-2009, 09:18 PM
What are your system specs?
OS: Windows Vista 32-bit
CPU: AMD Athlon 64-bit, single-core
Memory: According to my performance monitor, 2 GB, though I distinctly remember having more.
Graphics Card: Dual NVIDIA GeForce 9600 GT's running in SLI.
This setup can run most UT3 levels on maximum graphics settings at around 30 FPS or more. Personally, I think the fact that the UDK is in beta, combined with the Ambient Occlusion and other such features of the latest UE3, contributed to the slowdown.
Glad to be of service,
XCase.
phantom1992
11-07-2009, 09:39 PM
great job on the game thats something very new and original ive never seen before.
Shinamori
11-07-2009, 09:58 PM
When will we see mirrors? I hate fileplanet.
jeffmorris
11-07-2009, 10:25 PM
I need subtitles or captioning for the game because I'm hearing-impaired. When I start the game, in the tutorial level, I'm in a room with a bed and a control panel. I went to the control panel and the door opens. As I go through the building, the doors with green lights open. I came to a room with what appears to be an elevator platform but nothing happens. Also, nothing happens when I step on floor plates with shoe sensors. Nothing happens in what appears to be a teleporter unit.
micahpharoh
11-07-2009, 10:36 PM
I need subtitles or captioning for the game
I agree. I'm not hearing impaired, but I like them. It's really quite easy to add them, so i don't know why they weren't there to begin with.
Angel_Mapper
11-07-2009, 10:46 PM
Subtitles will be readded, I was having problems with them on the UDK so I disabled them for now. Sorry about that.
When will we see mirrors? I hate fileplanet.It has been uploaded to Beyond Unreal, so there are several download links available now:
http://download.beyondunreal.com/fileworks.php/official/udk/UDKInstall-Prometheus.exe
Xcase
11-08-2009, 11:31 PM
Hey, I was playing around with the UDK version, wondering why I couldn't force anti-aliasing on it, so I enabled what I think is DX10 support.
It didn't help anything, but it made the Prometheus logo on the main menu... well.... like this:
http://img39.imageshack.us/img39/3001/ooohglowy.th.jpg (http://img39.imageshack.us/i/ooohglowy.jpg/)
This was totally on accident, but I think it looks awesome. Moreso if it were pulsating and not a graphical glitch.
Just thought I'd put that out there,
XCase.
(forgive me for the random semi-on-topic thing)
Angel_Mapper
11-08-2009, 11:47 PM
Yeah, bloom in menus I still have to look into, I'm not sure if there's some setting that will enable it for non-DX10 machines. It does look good, I haven't actually seen it working before. :)
Xcase
11-09-2009, 12:05 AM
You could always "hack" it in by making it a part of the actual image file....
Also, the bloom makes the timer nigh-unreadable, so it's not great for EVERYTHING...
Angel_Mapper
11-09-2009, 12:35 AM
Yikes. I'll definitely have to test everything thoroughly to make sure setting changes like that don't make it unplayable. Thanks for the heads up. :)
REDxFROG
11-09-2009, 05:53 AM
Played the mod since day 1. One of the most original mods I've played.
But I'm begging for mirrors other than *cough* fileplanet, otherwise I can't play this.
Angel_Mapper
11-09-2009, 07:06 AM
It's the same as the v3 release, so if you've played that then there's no need. :)
REDxFROG
11-09-2009, 07:10 AM
Well but I've wanted to tryout the standalone regardless. :P (IF it's a standalone? o_O)
SuperApe
11-09-2009, 10:49 AM
Yay! Sweet new subforum! Way to go, Angel_Mapper! :cool:
Pankake
11-09-2009, 03:37 PM
Well but I've wanted to tryout the standalone regardless. :P (IF it's a standalone? o_O)
Yeah it's standalone.
You can grab it from here too:
http://www.bigdownload.com/games/unreal-development-kit/pc/prometheus-udk-demo/
No wait times and pretty decent speeds.
REDxFROG
11-10-2009, 05:48 PM
Thank you Pancake! Bigdownload.com hm, never heard of it, favorited. ^^
Decent speed you say, hm 2,5MB/s is the maximum I can get anyway, and it's giving me that straight all the time. xD
Looking forward to play it...StandAlone. xD
Heh, it's using the same installer as Whizzle. :)
Jade-Phoenix
11-25-2009, 02:57 AM
Hiya Rach, looks good great work on porting thru UDK. This is quite an endevour even with your skills and teh talent you had avlib to you. Good stuff all around and applaudes to you.
Hi
I just saw it and I've to admit that it's a really awesome game and really cool game design idea. I've one question in mind as a UDK user. In your vault level, I saw that you are using 3 different views inside the gui. I'm wondering how could you track the camera and show that view from camera inside this gui viewport. Please advise me.
Thanks in advance.
Cheers
Angel_Mapper
06-28-2010, 04:13 AM
Same way the teleporters work in UT3/UDK, I just move the camera around in code. :) The relevant component is a SceneCapture2DComponent.
I see. Thank you very much for your reply.
yusep
02-15-2011, 03:03 PM
Hello.
I'm absolutely newbie with the UDK engine, I'm just studying it to make a choice of which engine use.
I really like the concept of the game and I would like to know how did you make the recording player's actions, is there a method inside UDK to record the player actions and the replay it? Did you make a method from the scratch?
Nice work.
Angel_Mapper
02-15-2011, 09:57 PM
It's all from scratch, there's no built in way to do it. I'm planning on releasing the source code with the game, but I don't have a set schedule for that. This year sometime? Glad you like it! :)
upasakalee
05-29-2011, 03:13 AM
I downloaded the standalone demo today and have spent a while playing it. It's an original idea, and I love the game.
I just wanted to see if anyone else has had the same issues with the Breach level that I have had, though.
**Spoiler Alert for anyone who hasn't played it yet, though I think anyone reading this probably has.**
Several things happen seemingly at random. First, my past quantum states will jump up in the air at odd intervals when I know that I didn't jump. It's minor and doesn't impact my playing, though.
Another more serious thing, sometimes when I run through the first time, and I wait at the door so that I can kill myself later, my first quantum state doesn't show up so that I can shoot her the second time. She's nowhere to be found, and the alarm doesn't go off, so I know I'm not just late. Though I still have the passcode and am able to get into the door to the upper platform.
Also, whenever this happens, I can't actually kill the other guy either. I shoot him with my fourth quantum state and I think he's dead, but the next time around, he's not dead, even if I wait until the last moment to come around the corner. He sets off the alarm, and I can't win.
When this happens, simply running through again doesn't fix it, even if I go back to the main menu to try the level all over. I usually exit and restart, and it seems to work okay. Anyway, I do love the game. It's a very original idea, and it's fun to play, which is why I'm posting this at 1:00 A.M. :)
Angel_Mapper
05-31-2011, 05:02 PM
I forget how old the code is in the demo, but I've made some major improvements to the quantum states. I've changed it so that when they encounter a closed door that doesn't open when it's supposed to, they'll wait there until it does open and continue where they left off. It was pretty difficult to get that working correctly, so in the old code I just had them stop completely and stand there until the game was rewound.
I added similar code to their elevator behavior.
The weird jumping should be gone now as well, I noticed it happened when they were going up stairs or over the doorways, so I changed the way their physics works to fix that.
I'm still in the process of reworking the enemy AI, so reproducing weapon fire 100% is near the top of my list for testing. I need to make sure everything replays exactly as it was played the first time through, I know how frustrating it is when something minor happens to screw everything up. :)
Glad you enjoyed it and yep, I'm still working on a commercial release!
Hellclown
07-04-2011, 12:56 AM
A mode with a butterfly effect inabled would be kinda fun to play.
Sir_Brizz
07-18-2011, 01:51 AM
When can I buy this on Steam? :)
Angel_Mapper
07-19-2011, 01:45 PM
Not sure. I'm paying for artists out of pocket so it's slow going right now. :)
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