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Zenity's blog

Zenity Checking In

posted Monday, 06 July 2015 by FS Zenity
Hello everybody!

I thought I'd quickly introduce myself. My name is Daniel, I'm from Germany (currently living in the UK) and I'm 33 years old. I have spent the last three years or so working on and releasing my first indie game in full time and am now joining the team of Frozen Sands to help out with Urban Terror HD. My primary skills and interests are programming, game design, and UI design.

Coming from Action Quake 2, I have been following Urban Terror even before beta 1.0 was released. With 1.27 I started to get really into it, and 2.0 was the release that made me a huge fan. I went on playing it very competitively for some time, after which I have been playing on and off and following its development loosely.

I believe that HD is a chance for Urban Terror to truly live up to its potential, as long as we focus on our strengths and go back to basics. The game's core movement and shooting mechanics are still unmatched in terms of being extremely skill based and yet highly accessible. If we combine this with a modern engine, modern community features, and smart refinements of the gameplay, I am absolutely convinced that this game is still relevant. I see its target audience mainly as the competitive gamer who is looking for an old school PC(!) shooter that is more fast paced than Counter Strike but more accessible and refined than Quake Live.

My goal is to get HD into a playable state as soon as possible, so we can inject some life back into the community. If we are to make this happen, we need all of you to cheer us on! :) I know that things have been tough for loyal fans during the recent years, and I shouldn't make any empty promises, but what I can promise is that I will work as hard as I can to make this new chapter of Urban Terror's story a success.

The first thing I have been working on is to help Barbatos finish the port of the basic movement physics. This is coming along really nicely, with the most important movements (especially strafe jumping and powersliding) now being near 100% identical to the original. There is still a lot of tweaking to be done, but rest assured that it's going to feel like genuine Urban Terror, not any other Unreal Engine game.

Just now I have been working on the hit detection:

I am now planning to work on basic weapon behaviour and shooting mechanics. I'll keep you posted!
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