Latest Demo of Game
Links to Current Demo (10th January 2014)
Link #1: https://mega.co.nz/#!oV5gyCDC!M_VPWEamweCwQ97Bd_2K4GXkOSJP6r_qqUlLWGvlLdM
Link #2: http://freakshare.com/files/g2u0g2d1/ResiGame10012014.zip.html
Wednesday, 28 November 2012
Small Status Update and Poll
Hey there guys!
Firstly, just want to say that the next update is coming on well, FAPCOM is hard at work making some extra props for the street, and the new areas. I'm finishing up the intro, making the new areas as well.
I've also put up a new poll. This is a questioning wondering if you guys would like a different button for crouching? (If you didn't know already, crouch by aiming and holding down, that'll be included in the player controls.) I think that aiming and holding down works as crouching, and I want to minimise the amount of controls used, but I'll leave it with you guys.
Also, I gave the player diagonal movement as asked, and it became far too easy to dodge enemies, and the player can also get stuck in some walls with this, so I have once again removed it.
One last thing: I'm currently looking for a voice actor to be the new Rebecca, and also an artist to do the gameover CGs. Let me know if you would like to fill one of those positions!
Thanks everyone,
Z
Friday, 23 November 2012
UPDATE! (23-11-2012)
Here it is finally guys. Additions in this update include:
Complete Revamp into new "3D", which includes:
- Changes to AI Behaviour
- Depth system for layers
- Less restrictive Movement
- Change to particles
- Larger environments
Added changing controls to the options
Made a number of resources load externally
Fixed memory leak
"Pleasure" system added, with some visual representation
Check changelog for all details of complete update
I'm finally pleased to announce this update. This project's already been going for over a year, and while I was disappointed that we're still only in this first chapter, I'm very pleased with the graphic reboot.
I can admit that last update before this was immensely rushed and hyped, and the game that was released was nowhere near deserving of praise, but I hope you all enjoy the result of these few months work.
Again, thank you for everyone who supports this game, and we look forward to bringing you the rest of Chapter 1. In fact, we're already working on it!
Z
Complete Revamp into new "3D", which includes:
- Changes to AI Behaviour
- Depth system for layers
- Less restrictive Movement
- Change to particles
- Larger environments
Added changing controls to the options
Made a number of resources load externally
Fixed memory leak
"Pleasure" system added, with some visual representation
Check changelog for all details of complete update
I'm finally pleased to announce this update. This project's already been going for over a year, and while I was disappointed that we're still only in this first chapter, I'm very pleased with the graphic reboot.
I can admit that last update before this was immensely rushed and hyped, and the game that was released was nowhere near deserving of praise, but I hope you all enjoy the result of these few months work.
Again, thank you for everyone who supports this game, and we look forward to bringing you the rest of Chapter 1. In fact, we're already working on it!
Z
Monday, 19 November 2012
Status Update
Well, we're almost there. This new version of the game is definitely my favourite to play right now.
This update has mainly been getting the new "3d" working. However, I've thrown in some extras that are pretty noticeable. Some of these were requested, others weren't.
Again, there is no Mercenaries Mode. Not sure if I posted why before, but my plan is to convert it to the style of the RE2 and RE3 Mercenaries, where you go from point A to point B as fast as you can. I may add sub objectives that will score you more bonus points to spend. Since the old Mercs meant you could just heal before finishing the mission which would score you an extra 1000 points, the deduction will be based on how much damage you took instead.
There will be 4 areas, 3 of which have zombies, and I'm going to try to get the Cerberus to work for the 4th area.
Also, there's going to be a change to the boss in the first chapter, and a change to the first part of the story.
Again, thanks to everyone who supports this project, and everyone who has given suggestions for improvement. I'm listening guys!
Oh, and expect the update sometime this week...
Z
This update has mainly been getting the new "3d" working. However, I've thrown in some extras that are pretty noticeable. Some of these were requested, others weren't.
Again, there is no Mercenaries Mode. Not sure if I posted why before, but my plan is to convert it to the style of the RE2 and RE3 Mercenaries, where you go from point A to point B as fast as you can. I may add sub objectives that will score you more bonus points to spend. Since the old Mercs meant you could just heal before finishing the mission which would score you an extra 1000 points, the deduction will be based on how much damage you took instead.
There will be 4 areas, 3 of which have zombies, and I'm going to try to get the Cerberus to work for the 4th area.
Also, there's going to be a change to the boss in the first chapter, and a change to the first part of the story.
Again, thanks to everyone who supports this project, and everyone who has given suggestions for improvement. I'm listening guys!
Oh, and expect the update sometime this week...
Z
Saturday, 3 November 2012
Status Update
Hey guys,
Again, sorry for the silence (I really don't check back here enough.)
You'll be pleased to know me and FAPCOM are working full steam ahead with getting this update ready. The main focus for me now is getting the laned version ready. This includes:
- Removing that lag that was created whenever a zombie was present
- Optimizing the use of lanes and obstacles
- Creating the first couple of areas (Probably going to be basic versions of them)
- Anything extra I want to add in before release
Unlike FAPCOM's version (that was put up as a small test on the LoK forums), my version will have unlimited lanes (and each one will be a smaller width, giving more freedom of movement.
The update will be ready Mid-Late November.
Z
P.S. Honestly suprised at the amount of donations received! Thank you very much guys! (You know who you are!)
Again, sorry for the silence (I really don't check back here enough.)
You'll be pleased to know me and FAPCOM are working full steam ahead with getting this update ready. The main focus for me now is getting the laned version ready. This includes:
- Removing that lag that was created whenever a zombie was present
- Optimizing the use of lanes and obstacles
- Creating the first couple of areas (Probably going to be basic versions of them)
- Anything extra I want to add in before release
Unlike FAPCOM's version (that was put up as a small test on the LoK forums), my version will have unlimited lanes (and each one will be a smaller width, giving more freedom of movement.
The update will be ready Mid-Late November.
Z
P.S. Honestly suprised at the amount of donations received! Thank you very much guys! (You know who you are!)
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