Hello, I am Nick. I am currently working as a game designer at Monkeystack, and I co-lead the Starry Expanse Project. I have too many side projects, all of which I am happy to talk about. Ask me anything.
Hey guys, great work so far! It's coming across as a lot more polished and thought out than the last demo. My only comment so far would be to slow down the rate of attack on all weapons. If you remember the first few Resident Evil games, the rate of fire on the guns and even the knife, is really quite slow. They fire, and then take a while to reorient themselves for the next shot.
I think a slow rate of fire would help create that survival horror panic feeling, when you are firing everything you have at the enemy and they just keep coming. It also encourages saving ammo by making every shot count.
Sorry if this has been brought up before, but that's just my 2c, keep up the good work.
Sounds interesting! Reminds me a little of certain sound-based Myst puzzles.
The intro sounds like the original Dawn of the Dead music :P
Glad to see the project is back on track! Can't wait
Captures the feel of the mod very well! Very nice :D
Mrksmt9s concerns were legitimate to an extent. Sewers have been done to death, but it all depends on what you are looking for with this mod. If you want tried and true Resident Evil formulas, then this is great. If you are looking for something completely original, you will be disappointed.
From what I've seen so far (played the demo and all) this team is trying to re-create the atmosphere of RE in the first person. This includes cliche areas like the sewer, the awesome RE soundtracks and of course, bad (awesome) voice acting. It's all part of the Resident Evil universe, take it or leave it.
Hey - of course you do, we'll add you to the member list
Silent hill has been done.
Resident Evil has been done.
They are both tried and true formulas.
Combining them, (as far as I can tell) hasn't been done before. At least not done well. You guys have a chance to make something different by combining formulas, and if you can pull it off I will definitely check it out :D
I think I'll check it out regardless :P
Ah! This looks like it has potential!
*Tracking* - I hope to see some more stuff soon :D
Pink/Black checkers means there is a missing texture, if you are refering to the sniper rifle hands thing, I am pretty sure thats an error in the model - can only be fixed by re-compiling the model.
If other textures are missing, it might be cause you don't have ep1 or 2...
More weapons doesn't necessarily mean bad tho, you can get a good mix of horror vs fps action...if you're lucky
but also means less horror, more fps actiony
Unfortunatly, it's not that apparent, but the other soldier behind the viewer shoots the guard, and then walks by him. It's not that obvious, and is hard to see. This was very rushed, and you can probably tell that the whole death sequence was just thrown on to end it, and wasn't really thought through :p
Hey Ninjadave - I was thinking the same thing, but it's a static mesh - so it shouldn't be that expensive on system resources. Thanks for the comments :)
Haha I didn't even notice that! Nice one XD
Yeah, I stole those :p
We'll reveal all in time ;)
Thanks everyone for your support, it means a lot and motivates us even further :D
I love horror games, looking forward to this one :D
I'm developing a mod called "Mentality"
Hey, thanks for your comments and advice, we will be making these changes when we get around to it.
We were always hoping to add a large laser sight, but never got around to it ;)
lol! I was thinking of given each one a different name sprayed on the side. "Bill" is a posibility :D
We are trying to get media updates at least once a week. I should upload some of our level plans and blockouts for the second level which is in development now.
Looks very impressive!
I noticed when you throw the molotov, it isn't burning at the end is it? Then it would be just like throwing bottles at enemies.
Have you seen Left 4 Dead's molotov?
No worries :p
Thanks for the support :D
Useful tutorial, nice and straight forward too - thanks!
Hey thanks for the comment, I know what you mean. It got to a point where killing combine was an automatic thing, no fun, just a process I had to go through to get from level to level.
Stay tuned, images of the very updated first level coming soon. :D
Awesome lighting! Although...he seems to missing something.