24 Apr 2021 |
Joel | Think I'm gonna come up with one of my own | 17:49:26 |
Joel | Oh yeah, I was supposed to fix that damn normal map. | 17:49:44 |
ProtoThad#9937 | Someday I want to make a bunch of zombie models to have a mode where you fight waves of brain eaters... but robots are frankly easier. | 17:56:06 |
DANZIG GUMAN, Esq. | We have a mode like that already | 17:57:27 |
Joel | Easiest way would be to take a pre-made human model and modify it to look decayed. | 17:57:45 |
ProtoThad#9937 | Yeah... that would be the route I would go. Maybe have one with the lower half missing that pulls itself around on hands... that would take a bit of work to animate. | 17:58:42 |
25 Apr 2021 |
| Retrorage joined the room. | 02:42:50 |
Quin#6733 | if you want to make enemies, just do it and I'll add them in | 03:07:22 |
Quin#6733 | eventually I actually want to move it out from being hard coded into scripts or something | 03:07:46 |
Quin#6733 | but even now, adding an enemy is fairly trivial for me to do | 03:08:24 |
Quin#6733 | adding the roller only took me an hour or so, including the time to add the unique parts | 03:08:45 |
Quin#6733 | ProtoThad all the functionality for a basic campaign is still in the codebase for RE, all that's missing is the dedicated game mode for it | 03:09:41 |
Quin#6733 | what I found from the early tests though, is that using normal multiplayer player setups doesn't really work | 03:10:33 |
Quin#6733 | the problem being that the player was just way too damn powerful, especially with the parkour | 03:10:48 |
Quin#6733 | this is probably mitigated somewhat now that ammo is limited | 03:11:05 |
Quin#6733 | what I'm really waiting for is someone truly interested and talented enough to work on it | 03:12:06 |
Quin#6733 | most people spend months just trying to write a story and then fade away | 03:12:31 |
Quin#6733 | if it's going to work at all it needs to be arcade-y action | 03:12:44 |
Quin#6733 | story is inconsequential and really needs to be fleshed out AFTER you get the mechanics right | 03:13:07 |
Quin#6733 | but I've spent quite a considerable amount of effort ensuring that everything works online, unlike in sauer where lots of stuff is SP only | 03:15:31 |
Quin#6733 | so co-op campaigns is entirely do-able | 03:15:43 |
Quin#6733 | you'll get much more replay value from being able to do it with other players | 03:16:38 |
Quin#6733 | especially if you randomise elements using triggerids | 03:16:46 |
snipergoth.#0 | I forgot you made the roller in only one hour lol | 04:22:15 |
snipergoth.#0 | When you get inspired to do things, oh boy. | 04:22:27 |
Quin#6733 | yeah | 10:05:30 |
Quin#6733 | my brother was saying the same sort of thing about me landscaping the property | 10:05:50 |
Quin#6733 | "Never thought you'd be the type to do heavy labour for something like this" | 10:06:07 |
Quin#6733 | I'll do anything I have to in order to achieve my goals | 10:06:29 |
ProtoThad#9937 | I should clarify that my interest is less about any specific single player game and more about refining the underlying engine to make creation of those games easier. I've long thought the in-game cooperative editing feature in the cube2 engine deserved a wider audience. I think it taps into the same sort of fun that makes Minecraft so popular. My long term goal is to create an API that wraps the engine and makes the creation of entire new games easier. Tools like my recent terrain hack are serving that same goal. Along with a single player mode, I envision adding more editing tools and an A.I. plug-in system. | 13:07:57 |