Gemini: After this project, you will do the remake of Dead Aim of playstation 2 is especially dino stalker, when it will be for a demo gun survivor?
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Resident Evil: Behind the Mask [+Hazardous Battle]
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Zombie Chef
Originally posted by Gemini View PostFor the moment there's an extra set that would be used in the restaurant area: cooks, waiters, and the usual people you could see in a kitchen.
Sorry it's taken awhile. Been busy with work. But here's a quick snap of the chef. I'll scan and upload properly once I've done a few more. Hope you like!
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A few news for those who don't check twitter:- Started working on an event interpreter to manage entity placement, allocation, and general flow of action.
- Billboard sprite effects are almost set in code-stone, I still need to run a few tests before they're added to the rendering chain.
- Almost done extracting the original script, the re-translation process should start as soon as I fix a bunch of remaining issues with proper formatting.
- The zombie AI is getting close to completion. As soon as it's done, I'll start working on Cerberus and Lickers. These three monsters should be all I need for stage 1, which will cover the first urban area, including library, hospital, and probably Amusement Club Entrepôt.
Random raw material that will be used for whatever extra I'll shoehorn into supplementary scenarios:
Wesker is a re-elaboration of the Deadly Silence model I made just because; it's moving in free camera mode for debug builds. Chimera uses the original assets from RE1 with DS textures and properly optimized geometry. Not sure yet how to use either, they're just random ideas I cooked together during brainstorming.
Originally posted by DWZ1976 View PostSorry it's taken awhile. Been busy with work. But here's a quick snap of the chef. I'll scan and upload properly once I've done a few more. Hope you like!
Originally posted by Ultimacloud123 View PostHey Gemini, what music formats can PS1 handle?
Originally posted by originalzombie View PostHow about a zombie priest sketch ? That would be real creepy !Last edited by Gemini; 04-30-2014, 10:08 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Gemini View PostA few news for those who don't check twitter:- Started working on an event interpreter to manage entity placement, allocation, and general flow of action.
- Billboard sprite effects are almost set in code-stone, I still need to run a few tests before they're added to the rendering chain.
- Almost done extracting the original script, the re-translation process should start as soon as I fix a bunch of remaining issues with proper formatting.
- The zombie AI is getting close to completion. As soon as it's done, I'll start working on Cerberus and Lickers. These three monsters should be all I need for stage 1, which will cover the first urban area, including library, hospital, and probably Amusement Club Entrepôt.
Random raw material that will be used for whatever extra I'll shoehorn into supplementary scenarios:
Wesker is a re-elaboration of the Deadly Silence model I made just because; it's moving in free camera mode for debug builds. Chimera uses the original assets from RE1 with DS textures and properly optimized geometry. Not sure yet how to use either, they're just random ideas I cooked together during brainstorming.
Intriguing design! I like it a lot, especially the black pants with white strips. It should make a nice reference for the chef zombie and the rest of the restaurant staff!
As long as CPU overheat isn't involved, anything would theoretically work. Back to the realm of reality, however, Behind the Mask is going to use sequenced audio tracks, which means MIDI converted to a more manageable format and a sound bank to go along with it. I'm currently using Sony's SEQ for tests, since that's what Gun Survivor implemented and it allowed me to have 100% of the original soundtrack working in BTM already (many thanks to Mark for providing all the data!).
The funny thing is I did think about the priest.
I Like the idea of chimera in the game. I wont dare to give you a recommendation for a idea, but can give you opinion. Please don't make some radical changes like killing HUNK or something like this ...CHEK OUT MY SITE :) http://www.gamepomagalo.com/
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Originally posted by Tsolovvv View PostI wont dare to give you a recommendation for a idea, but can give you opinion. Please don't make some radical changes like killing HUNK or something like this ...
Speaking of classic style, I remember some discussion with people talking about RE2 N64 free controls with the analog stick. I never bothered playing that port to check for myself how said control scheme works, but News Bot told me a good lead to follow on that would be Outbreak's scheme. So how close are the two exactly? I might want to reinstall Outbreak just to try and replicate it, if it isn't too much trouble with camera changes.Last edited by Gemini; 04-30-2014, 01:45 PM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Gemini View PostSpeaking of classic style, I remember some discussion with people talking about RE2 N64 free controls with the analog stick. I never bothered playing that port to check for myself how said control scheme works, but News Bot told me a good lead to follow on that would be Outbreak's scheme. So how close are the two exactly? I might want to reinstall Outbreak just to try and replicate it, if it isn't too much trouble with camera changes.
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I've been thinking a bit about how you could develop a scenario system in Survivor's kind of setup because I really like the idea. Just thinking out loud here, and I'm probably stating the obvious as I haven't thoroughly played survivor...
You could start with something where each path determines the games difficulty, for instance you start by finding Gun A, Gun B or Gun C each with slightly different stats, those weapons can then be taken on different paths for instance Path A, Path B or Path C where you fight different enemies and accumulate different items, for at the end you face Boss A, Boss B or Boss C each with varying difficulty due to your inventory, after which you get Ending A, Ending B, Ending C, Ending D, Ending E, Ending F and so forth due to which paths you had taken and the goals you had accomplished.
The replay value would be huge as there would be no shortage of unique ways to play the game, you could even implement a Special Key to unlock doors and allow you to explore inaccessible areas if you wanted more freedom. Perhaps you could even collect Special Keys from each path encouraging you to complete all endings and rewarding you with a secret item on an all complete play though.
I really need to play more of Survivor, it's such an interesting game despite aging so poorly. It makes me glad you are doing this project because the game seems to have had some great core ideas that would work well in almost any Biohazard game. And to be honest this seems like a pretty great time to be a fan of survival horror genre, as the skills and talents of the fans are now almost rivalling that of the original developers them selves. I was blown away by Dark Biohazard, blown away by Distant Memories, blown away again by TeamIGAS, but now to see engines being built from the ground up and backgrounds being rendered from scratch as the standard, it's clear this genre is far from dead.
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