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Resident Evil: Behind the Mask [+Hazardous Battle]
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I loved the puzzle on the DS where the water burst and flooded.. or did it poison, I forget..
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Originally posted by Scream View PostThe 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
It's like a test of survival until the water is completely drained.
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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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Originally posted by Gemini View PostWow, that looks a whole lot cooler than I thought. :O
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 tenseLast edited by Scream; 01-04-2015, 06:42 AM.
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Originally posted by Gemini View PostI 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.
-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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Originally posted by RaccoonSurvivor View PostIn 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..
Originally posted by Kegluneq View PostYes. 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.
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
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^ 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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Originally posted by RaccoonSurvivor View PostIn 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 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.
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Originally posted by Gemini View PostProgramming 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
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..
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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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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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Originally posted by biohazard_star View PostHonestly 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.
Originally posted by geluda View PostI'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.
Originally posted by Getta robo View PostAs 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.
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Originally posted by Gemini View PostIf I were to remake RE1 with updated assets
Originally posted by Gemini View PostI wouldn't mind implementing a Neptune revision closer to what REmake got
Happy new year folks!
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Guest repliedI'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.
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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.
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