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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • RaccoonSurvivor
    replied
    I loved the puzzle on the DS where the water burst and flooded.. or did it poison, I forget..

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  • Chris' Boob
    replied
    Originally posted by Scream View Post
    The game that keeps on giving ;)

    I think Neptune can be quite a scary enemy actually as you are moving slow and the camera angles make it difficult to see what's ahead IIRC. Maybe have it so they're really fast and can kill you in two hits, and then have the water slowly draining.. (so they slow down gradually) that could be tense
    How about when you get to the aqua ring... The timer stops for a little bit and the sharks are already loose. But instead of pressing a button to lower the water... The water is already draining although slowly... Like scream said.

    It's like a test of survival until the water is completely drained.

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  • RaccoonSurvivor
    replied
    Why not do more along the lines of the REmake? So the baby sharks are larger, more normal sized - and Neptune is bigger as well (maybe not as big as in REmake, but at least so he doesn't look ''normal'' sized and that would make him scarier?

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  • Scream
    replied
    Originally posted by Gemini View Post
    Wow, that looks a whole lot cooler than I thought. :O
    The game that keeps on giving ;)

    I think Neptune can be quite a scary enemy actually as you are moving slow and the camera angles make it difficult to see what's ahead IIRC. Maybe have it so they're really fast and can kill you in two hits, and then have the water slowly draining.. (so they slow down gradually) that could be tense
    Last edited by Scream; 01-04-2015, 06:42 AM.

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  • Chris' Boob
    replied
    Originally posted by Gemini View Post
    I think it's very possible. The babies are nothing more than a scaled down Neptune, plus the whole polycount can be massively decreased by untriangulating the original PSX models. I don't remember the exact amount of faces Neptune has, but if I could pull off four T-002 in a room with no lag, five sharks shouldn't be a problem. The real question is: how to make them worth a damn? Unless I turn them into a huge pain in the ass that constantly follows you around the Aqua Ring.
    I'm not sure how the AI works for Neptune but I would do this:

    -3-5 Neptunes
    -Speed up their swimming
    -Shark will attack [bite] until player is in caution (either yellow or orange), and then auto-kill after in caution/organge. Similar to the Hunter's moveset.

    EDIT: Looks like you already have this in mind. I posted this right after I saw your reply to my comment.
    Last edited by Chris' Boob; 01-03-2015, 09:59 PM.

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  • Gemini
    replied
    Originally posted by RaccoonSurvivor View Post
    In RE1, P42 could grab the player (out of cutscene) and squeeze them for about a second or two, before Jill or Chris shakes off and falls to the floor...
    I assume this is what you were asking? Can it grab the player and damage them as an attack - yes it can.. kinda cool really
    I was asking exactly for that, yeah. I wasn't sure it'd use that attack since I've never seen it executed and the RE1 code is managed so badly it could have been ignored due to bugs with the random number generator.

    Nice to see that PC exclusive gun - I never had RE1 on PC, so didn't see these things..
    I've never tried it myself, but from footage I've seen around it's quite cool despite the fact that the original looks like colored blocks of Lego.

    Originally posted by Kegluneq View Post
    Yes. And even more cool is the fact that attack slices you in half if you're in danger. It's a unique death animation.

    I believe it's triggered if the character is standing mid-distance from Plant 42. I know long-distance there's only the... acid thingy dropping on the floor and for close-distance it can either whip the character or "slap" it across the room.
    From what I could see it should be triggered on some of the tentacles, not all of them (should be the first 3 it spawns), while the other 2 use a reduced pattern with the slap or random movement. There is also the last tentacle, which apparently only idles around with random patterns. And yes, if you're out of reach all it does is the spore thing from the ceiling.

    Anyway, if you need some help figuring out the bosses (triggers, patterns, or whatever you remember) I can record some stuff for you.
    Much appreciated! I'll make sure to forward more questions about patterns if I can't understand what the heck that wrecked code is trying to do with my Jill sandwich.

    Originally posted by RaccoonSurvivor View Post
    ^ I never knew that.. although I never got to Danger during the battle and was grabbed - gonna have to try and see at some point lol
    Found it... skip to 5:00

    https://www.youtube.com/watch?v=oDPtMh-mpDw
    Wow, that looks a whole lot cooler than I thought. :O

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  • RaccoonSurvivor
    replied
    ^ I never knew that.. although I never got to Danger during the battle and was grabbed - gonna have to try and see at some point lol
    Found it... skip to 5:00

    Last edited by RaccoonSurvivor; 01-03-2015, 06:56 AM.

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  • Kegluneq
    replied
    Originally posted by RaccoonSurvivor View Post
    In RE1, P42 could grab the player (out of cutscene) and squeeze them for about a second or two, before Jill or Chris shakes off and falls to the floor...
    Yes. And even more cool is the fact that attack slices you in half if you're in danger. It's a unique death animation.

    I believe it's triggered if the character is standing mid-distance from Plant 42. I know long-distance there's only the... acid thingy dropping on the floor and for close-distance it can either whip the character or "slap" it across the room.

    Anyway, if you need some help figuring out the bosses (triggers, patterns, or whatever you remember) I can record some stuff for you.

    Leave a comment:


  • RaccoonSurvivor
    replied
    Originally posted by Gemini View Post
    Programming Plant 42 is taking way longer than it should have due to all the parallel AI code it requires to coordinate bulb and tentacles, plus the original code is as usual one big mess to follow and understand. Some attacks seem to be able to grab and lift the player, but I don't remember that boss to ever trigger said type of attack, unless it's a cutscene with P42 grabbing Chris/Jill and Rebecca/Barry coming to the rescue. While working slowly on P42 I followed a parted route and went back to implementing more core stuff
    In RE1, P42 could grab the player (out of cutscene) and squeeze them for about a second or two, before Jill or Chris shakes off and falls to the floor...
    I assume this is what you were asking? Can it grab the player and damage them as an attack - yes it can.. kinda cool really

    Nice to see that PC exclusive gun - I never had RE1 on PC, so didn't see these things..

    Leave a comment:


  • Gemini
    replied
    IIRC RE1 halves the speed and animation playback rate, while later games keep frames at the same rate but reduce movement speed by 1/3th when water level gets close to knees (not sure about the actual number, it's 50 cm or something close). My approach will be like in the later titles since they play a lot better and look less awkward in general. As for Neptune making a leap, I'm not sure he does that in REmake. A straight jaw attack+speed boost could work just as fine as a leap. Another idea I've been brainstorming for a while is making enemies cooperate in some way. My Cerberus already does something like that, but it's mostly related to refiring attack patterns when a Cerberus has finished its tackle routine and the others take notice.
    Last edited by Gemini; 01-01-2015, 11:50 AM.

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  • Vanya
    replied
    Hmmm... Taking it from an arcade style action game point of view, besides having 3 Neptunes with a leap attack, just making the water level as low as possible to start with and not reducing the player's movement speed as much so you can actually fight them would be a sufficient arcade-fication.

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  • Gemini
    replied
    Originally posted by biohazard_star View Post
    Honestly though, it'd be nice if you could implement a few surprise moves for all enemy types, since most people who'll play HB would have probably played the classics already and would be familiar with the enemy attack patterns. Make the Tyrant be able to grab you by the neck, have the dogs be able to bite you by the arm or do that neck bite attack from 1.5 more often, etc.
    HB is supposed to be a quick arcade game, hence why increasing enemy pattern complexity isn't going to help that much. I did think of the possibility of including special attacks that are only found in some RE games (like Cerberus being able to drag you down or reach players on higher floors), but so far it didn't turn out too well for what I'm seeking. Still, BTM might benefit from additions.

    Originally posted by geluda View Post
    I'm pretty sure this has been addressed already, but any chance of seeing some dinosaurs just for fun? Dino Crisis 2 was very arcade like, it's weapons, enemies and gameplay features would make for a lot of fun in a battle format like this one.
    Erm... I actually did a long time ago but it's not what you're expecting.

    Originally posted by Getta robo View Post
    As a matter a fact I was about to ask that! Taken the fact that the team has done a wonderful job, it would be amazing if we were about to see a definite RE1 influenced by all other versions and variations. I wish you could consider this possibility.
    You already got REmake and REmaster for that. An actual remake that is closer to the PSX version isn't going to make much of a difference, especially if you consider it's been done already with Deadly Silence.

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  • Getta robo
    replied
    Originally posted by Gemini View Post
    If I were to remake RE1 with updated assets
    As a matter a fact I was about to ask that! Taken the fact that the team has done a wonderful job, it would be amazing if we were about to see a definite RE1 influenced by all other versions and variations. I wish you could consider this possibility.
    Originally posted by Gemini View Post
    I wouldn't mind implementing a Neptune revision closer to what REmake got
    Actually you could do that for Behind the mask, neptune should be a welcome addition.


    Happy new year folks!

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  • Guest
    Guest replied
    I'm pretty sure this has been addressed already, but any chance of seeing some dinosaurs just for fun? Dino Crisis 2 was very arcade like, it's weapons, enemies and gameplay features would make for a lot of fun in a battle format like this one.

    Leave a comment:


  • biohazard_star
    replied
    You could add in a leap attack, like what the crocs do in OB File 2. Maybe even have them swim faster at you when you shoot them. Just don't make them too annoyingly accurate and agressive. That was my major grievance with the enemies in File 2, especially the zombie animals. Honestly though, it'd be nice if you could implement a few surprise moves for all enemy types, since most people who'll play HB would have probably played the classics already and would be familiar with the enemy attack patterns. Make the Tyrant be able to grab you by the neck, have the dogs be able to bite you by the arm or do that neck bite attack from 1.5 more often, etc.

    Leave a comment:

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