So what about puzzles? Are you adding any new ones that didn't exist in the original game? Maybe something involving a Zippo-lighter? You know, because the classic games always had at least one fire starting puzzle, and the characters always used the well known American icon to produce the needed flame.
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Resident Evil: Behind the Mask [+Hazardous Battle]
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^ BTM is going to feature puzzles heavily inspired by the original trilogy, meaning the lighter of light is going to be there somewhere. Of course, most of the inspired ones won't be too obvious. As for the rest of the original GS puzzles or general locks, they are going to be expanded to be less painfully linear.
In other news:
- A few tweaks were added about weapon trajectory and special effects. I think visually speaking the game is now on par with RE2, unless I forgot something along the way.
- People demanded a golden Tyrant, I give them a golden statue of Barry. Wesker is so screwed up in that corner.Last edited by Gemini; 09-09-2014, 01:02 PM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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The progress with the engine is very impressive ! I await the Hazardous Battle demo I have two questions :
- How much stuff is there still to do for the release of hazardous battle? I see You have weapons working. but what about the enemies?
- Can Your engine handle effects on the pre-rendered backgrounds? Something like moving cogwheels in RE3 , or weather effects in REmake. Will there be stuff like that in BTM ?
Keep up a great work !
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Giant Gold Barry for the win!!!
Is it easy to create zombies from the polygon corpses of Richard & Enrico (not sure what would be needed for the skeleton) and anyone else from the Bravo team that you came across in RE1 that wasn't part of the pre-rendered backgrounds?"Stories of imagination tend to upset those without one."
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Originally posted by Saavas View Post- How much stuff is there still to do for the release of hazardous battle? I see You have weapons working. but what about the enemies?
- Can Your engine handle effects on the pre-rendered backgrounds? Something like moving cogwheels in RE3 , or weather effects in REmake. Will there be stuff like that in BTM ?
Keep up a great work !
2) Animated 2D and 3D elements can already be placed anywhere in a room. As for the weather, it could be added, but it's not required.
Originally posted by Jimmy_Jazz View PostIs it easy to create zombies from the polygon corpses of Richard & Enrico (not sure what would be needed for the skeleton) and anyone else from the Bravo team that you came across in RE1 that wasn't part of the pre-rendered backgrounds?
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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First of all I want to say thank you. For such a long time now I've been thinking how nice it would be to have a remake of Survivor. I loved the original, but always felt it needed a little more update.
Anyway, I know this is kinda early to ask (seeing as you started this project not that long ago) but do you have a release date? I will understand if you refuse to answer this question as it can be stressful to have a deadline.
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Originally posted by JimKaiser View PostAnyway, I know this is kinda early to ask (seeing as you started this project not that long ago) but do you have a release date? I will understand if you refuse to answer this question as it can be stressful to have a deadline.
tl;dr: me releasing Hazardous Battle will be a truly good indicator.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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I'm actually tempted to ask CAPCOM for permission and simply release an ISO of the game. They didn't cause any trouble with Megaman X Street Fighter, which uses both copyrighted characters and sprites from their games.
For the time being, more updates:
This is what I call the "hair logic", which consists in parts of an entity skeleton moved with runtime calculation of the necessary rotations. Said effect can be used for hair, like the name would suggest, but also other accessories placed on an entity. Say, a necklace, handcuffs, or even clothes. This should come in handy for a specific extra outfit I planned for Ark to have.
I've also started working on collision optimizations. So far I was able to cut down CPU overheat by 1/4th of the original procedures, plus several minor fixes related to stability in general. Being able to explode RE1 fully with the new engine feels great.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Gemini: Is that Elza model takenfrom the IGAS version of BH2 beta or you guys have reconstructed your own version? And about the CPU optimization, would you think that you could optimized it any further? Meaning that perhaps you can implement more enemies and other events appear without having the game running in ten frames per second or so?
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Looks awesome seeing Claire and Elza with moving ponytails .. nice work.
So, without spoiling anything (if you can?), what will this new mode consist of - what is the main goal? Is it basically Battle Mode from RE1/Dino Crisis where you kill everything, or will it be more like RE2 Extreme Battle??"I never thought any of this stuff my brother taught me would work!"
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Originally posted by Getta robo View PostGemini: Is that Elza model takenfrom the IGAS version of BH2 beta or you guys have reconstructed your own version?
And about the CPU optimization, would you think that you could optimized it any further? Meaning that perhaps you can implement more enemies and other events appear without having the game running in ten frames per second or so?
Originally posted by RaccoonSurvivor View PostSo, without spoiling anything (if you can?), what will this new mode consist of - what is the main goal? Is it basically Battle Mode from RE1/Dino Crisis where you kill everything, or will it be more like RE2 Extreme Battle??
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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