LATEST UPDATES FOR MENTALITY
Hi Everyone!
In the past few weeks we have covered a fair amount of ground with 'Mentality'.
Updates have included 3D models, Concept Art, and basic level prototyping. Our programmers have also been working a lot with AI and optimization of our custom weapons.
WEAPON CODE
Tripwire Gun
This weapon uses the rope physics of the Source engine. It enables the player to connect two points in a level with rope. Enemies will then trip over it, and whilst down will allow you more time to safeguard yourself to approaching attacks. This rope is also coded to break after a certain amount of trips which means the player must ration it's use. Enemies do get back up after a trip, so it's purely a method of slowing their movement.
Molotov Cocktails
We have integrated a Molotov Cocktail. The purpose of this speaks for itself - with an aimed throw, the player can ignite enemies and parts of the level. They bounce off walls too, so the physics allows the player to use it strategically.
WEAPON MODELS
CGS - 515 Assault Rifle
A rifle we have modelled and textured, to be used primarily by the soldiers. 5.56 mm, 30 Round clips.
Bolt Action Sniper Rifle using 308 Rounds
Sniper rifle - 6 round, with an Axe Melee attachment.
LEVEL DESIGN
Warehouse
The warehouse level is under construction. At the moment, one large room is near completion, with atmospheric effects.
Coastline
The Coastline level is under rapid prototyping stages. We are working on getting the house layout modeled for play. From then we will work on integrating it into the coastline, working on the outdoor environments.
CHARACTER MODELS
Soldier
We have the soldier character completely done textures and all. It is also rigged and works in game, using custom AI. We are now working on custom animations.
Fireman Zombie
We have a fireman zombie modelled. It currently requires texturing and rigging.
CHARACTER CONCEPTS
Many of our characters have been drawn up. We are currently working on the concepts for the main characters.
So I hope that gives everyone an insight to where we are - We are all working extremely hard on getting all these things complete.
Cheers for your interest.
Sam
Trigger Theory Games
Very nice news.I like tripwire gun idea=)realistic and pretty usefull when you need time.Maybe add some kind of special enemies?Cause zombies can get boring after some time...
Hey thanks!
I totally agree actually, we do have mostly zombies or 'infected' as we'd prefer to call them. Some of our unique characters include the bird as seen on the mod page. Characters will most probably be more deranged and strange looking as the game progresses.
Thanks for your input :)
Np and i guess mod will need diff kinds of zombies for every type of areas.In forest-crows like in RE(or kinda)or some kind of mutated animal.Some other areas-diff enemy.Mod should get player to get used to area and then BOOM! new area,new enemies,new tactics.
I'm pretty sure Molotovs aren't meant to bounce off of walls.
They're meant to break on contact and drench a target/area in flaming alcohol.
It makes more sense strategically to have molotovs bounce, so it's really up to you.
I can't wait to see the tripwire gun, though. Sounds like it will be great fun.
Yeah bouncy molotovs don't make much sence. However flames on the wall/ceiling looks rediculous. So for now it bounces, on the up side u can have fun with it and try bouncing it around strategicaly. But also for the record its not a massive bounce, it just doesnt break on walls.
And yes, the trip wire gun is awesome fun to use haha.
Hey Guys ^_^
Just thought id say a quick congratulations on a Great showing at AvCon2008. You hard work and long hours really paid off in the end (The Tripwire Gun is god damn awesome). I truly look forward to future releases.
If you guys develop this further (and god i hope you do, plz plz) you will have no trouble landing a job, regardless of what your portfolio looks like.
ThatProgrammingGuy
Cheers Nathan, means a lot. We are hoping to expand its length by double, really depends on our time restrictions. We all wish you the best for the future :)