I'm incapable of understanding code and drawing meaningful conclusions but just from glancing at the inventory menu it would seem that the standard arms had some kind of function beyond the knife. Why put that arrow pointing from the inventory to slot? Even if the necessary coding wasn't present in the "40%" build it could very well be the starting point to demonstrate the concept. There were other unfinished things in the build which can only be observed by digging through it aside from what is present by simply booting up the game.
Announcement
Collapse
No announcement yet.
Some cool 1.5 exclusive screenshots (**As seen on TV!**)
Collapse
X
-
Originally posted by Gemini View PostCalico won't be included, there's already 2 burst guns.
Originally posted by Gemini View PostConsistent to what retail and CV did for fire that is supposed to be extinguished. Having the fire extinguisher as a weapon is just asking for trouble, especially when it has only one use for the whole game and the same can be achieved with regular item usage+little cutscene. No need to make it into a weapon, it only involves unnecessary AI coding for useless reactions.
Hey, it could've even served as a basis for a challenge: An extinguisher only playthrough. For those who feel that knife only playthroughs are too mainstream. :p
Comment
-
Originally posted by Ultimacloud123 View PostEver read Zombie Survival Guide? The fire extinguisher won't help one bit. Zombies that were blinded somehow have a 6th sense and can find prey within a mile just by scent alone.
Comment
-
^ A recurring joke is "You cleared the game! As a reward, here's an unlimited Combat Knife!".
Also, since somebody in the past asked for more prototype-ish pictures:
Over 3000 lines of code just for the Web Spinner, ugh.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
Comment
-
It can lay babies, yeah. It works pretty much like retail, but with details that make it closer to 1.5.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
Comment
-
I always found that particular official spider area in retail very ugly from the known footage we have of it, it's like Capcom didn't even try with that part. I would suggest you guys either just add your own levels of uniqueness or revamping it completely, just my two cents. Maybe something more like the boiler room from RE1 instead. I know you're showing off the new AI functions, but just stating that one area of 1.5 always "bugged" me, no pun intended.
It is a good start though so far.Last edited by VirusPunk; 07-28-2015, 08:30 PM.
Comment
-
Originally posted by NEOMEGA View PostWell every returning enemy from RE1 has a new ability that was removed in retail.
zombies can climb up ledges
dogs dogs have rush down attack
crows can dive attack
Do the 1.5 spiders already have an extra ability?
Of course, you forgot that dogs can climb ledges, in the warehouse level happens, but it's disabled in the MZD build.
Comment
-
They should be able to spit webs at you to temporarily immobilize you, similar to getting bit by a zombie. You have to active shake them off or become spider food.
Comment
-
Originally posted by NEOMEGA View PostDo the 1.5 spiders already have an extra ability?Last edited by Gemini; 07-29-2015, 03:28 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
Comment
Comment