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Cant wait for the other videos in your series. keep going!
Looking good. I love how the character animations look hand-drawn since I'm studying animation at university.
Eh, there's sort of too much scratching and stuff in the music that I'm
struggling to find any flow and rhythm to it.
I like how the proximity tracker can catch the sunlight, obstructing the view - it adds a subtle strategic element to the game which most first person shooters today don't even concieve.
Am I right to call this mod a political satire?
I am liking this mod nonetheless. Do keep it up.
How long is it going to take 'til you release the very final version because I wonder how feasible it is to play a new game with the current release then update it with every new one while still playing the same game... In short, do I have to start a new game to play every next update?
So we're clashing Cyberpunk and Biopunk together, I like that.
Keep it up.
I assume that's Cyberspace.
No. No. No. This voice actor sounds like he's just reading the script and not to mention he sounds too young for that guy.
Is this mod compatible with Morrowind Rebirth?
Which ending of SH2 does this take place after?
Because I'm wondering why Maria is still alive.
So finally those common baddies have an official name.
"Twitcher" sure suits it better than "Zombie".
Great! Next we might need mods which put in the cut out mutants
(Like the zombies), Dynamic A-life from Oblivion Lost and vehicles
(I want a motor cycle and Quad bike!)
Yay! Anime reference in the article of a Western made mod.
Really good. So what needs to be in development right now?
This sure gives a good point. Valve should really see this!
I'm compleely sure of this.
The cries in battle should be louder and a bit quicker.
As for the taunts, they sound like as if they're playing a game.
The "I surrender" dialogues should sound panicked.
Now thats creepy!
Not bad. I liked how the second monster jumped out from behind the crates.
Nice to see you're still working.
So whats the new revive system?
Since when was Amy a fortune teller?
I can see some competiton between this and The Fated Hour going on.
You're not really making this mod, are you...
What was the point in this!?
"And no- there isn't going to be any Werehog"
or being able to play as the other characters like Tails and Knuckles?
Speaking of which, who else is featured besides Amy, Knuckles and Tails (He doesn't get murdered this time, right?)
And might I suggest unlocking a feature to play as Shadow when you complete the game?
How long does it take to process?
Nice. Just whats needed is for everyone to start playing the mod again!
Not bad, not bad.
I hope you would tone down the default movement speed, not only it would help tense up the atmosphere but also make it less frustrating for the Co-op players to stick together and stuff like that.
Will there also be any extra features exclusive for Co-op?
Maybe new maps suited for Co-op?
I like the new Assault Rifle, looks more Sci-fi than
that one which looks like a WW2 German rifle with an ACOG scope attached that doesn't actually work.
This sounds interesting.
What about unlockable RPG-7 and Minigun?
Well, if there's one effect which I'll be satisfied with without anything else would the flashlight effects.
When I play Paranoia, I just get the original HL flashlight.
And since I don't have Open GL, I'm worried that the water may look like a flat piece of colourless CG junk or something glitchy like that.
Are all the special effects Open GL?
Because I have a computer which dosent support Open GL.
Sorry. Okay, what about my first question?
I wonder, since there are other characters besides Simon that means
character interaction right? And do you make conversation and/or moral choices which affect the course of the story and the ending?
Also there's Co-op, am I right?
Any changes in the maps to suit the number of players?
How many players can play at once? I'm thinking it's only two players:
Simon and that female character.
Overall, how is that gonna be like compared to the Single player mode?
I love the TAR21!
Man, fighting aliens in NS1 certainly wasn't a piece of cake.
Let's how things are this time!
This keeps getting better, you can trip on stairs when sprinting, new Inventory screen, a flashlight with a "free aim" function, what next?
Hey, does the mod require higher specs than the original Half Life does? I have a crummy GMA 950 and although I can run Half Life excellently, I'm afraid that some graphic effects in CoF might not work for my PC.
Finally. How long has it been 70% so far?
It is gonna be released in Halloween? Right?
COOL! Speaking of modding, how about single player campaigns?
NS is sort of like a survival horror game if you play it like that.
I can see serious ethical controversy with that technology. Basically, its an advanced form of human cloning as a means of "achieving immortality". Well certainly can be used to extremes if in the wrong hands.
Afterall, may be the same body and mind but not the same soul. The soul of the marine thats died would still have gone into his/her afterlife unless they somehow infuse occultics with their technology to trap the soul of the recently dead and transfer them to the newly cloned body however that body could still take on a life of its own, still raising controversy.
Sorry, I just felt like expressing myself (Even about the most unrealistic of things).
Cry of Fear Videocast 2nd episode...?
Hey, hows progress?
Please keep the grapple ability!
While a skulk is clenched on a marine, a bar with two coloured ends appear. On top of the bar is a marker and both players have to keep clicking to push the marker to their opponents ends (Red end designates the Skulk and a blue rend designates the Marine). If the marker stays within the blue area, the skulk will deal damage to the marine until he's dead and if the marine manages to push the marker to the red area, he successfully throws the slulk off him, stunning it for a bit (Temporarily making it a ragdoll. Speaking of which, you should have effects which knock the players (both humans and aliens) down for a bit like explosions.
The skulk can cancel the struggle just by right-clicking so he can escape if a Marine rushes in help the poor marine it was mauling!
Rail trams? Great!
Besides Silent Hill, what other horror games did you draw inspiration from for your games? Were you also inspired by horror movies?
This question popped up in my mind after I watched a spooky Japanese film on Youtube called "Uzumaki". It may have bad acting but it's adapted from a Manga (Which I haven't read) though it was still creepy.
I kinda figure J-horror films and games are scarier than western types since they're more imaginative and less focused on action and typical gore (Exploding heads, tearing of limbs.)
Destroying structures without monotony... (Whatever monotony means).
How about this:
-All structures as they take damage work less efficiently. The more damaged they are, the worse their condition to function become.
-Marine structures can malfunction if damaged by certain things like electricity.
-Alien structures can "bleed" if damaged enough so they lose health as well as not gain as much resources as normal. Plus be able to upgrade Alien structures with special armour skins to enhance health or make them resistance to particualr types of ammunition.
Does anyone know a console command which disables auto-reloading?
Some small questions concerning the HUD.
-If you're running low on health, will there be any visual or audio effects which correspond to it?
-Will you reload automatically when emptying a magazine or do you have to do it manually?
'Cuz I sometimes like to play HL mods with the HUD switched off.
Hey! If you just did a new map, why aren't you resuming development of the mod? Since BrainBread: Source is dead, why not simply improve this version because there are definitely some dodgy stuff present.
-The attack animations and exactly when you lose health are totally not in synch with each other.
-I don't like how you can turn back to human when turned into a zombie, it just makes the game lose some bit of fun. If you stay a zombie permanently, the human players have to be real careful and take care of each other, making sure noone gets infected and will have to make extra effort to survive if anyone does.
-Lack of Friendly fire. Not only makes things more tense but also allows you to take out allies who are infected so they won't turn into zombies but neither will they respawn.
Now theres an idea...