NovaCor: The Fringe is an exciting Sci-Fi adventure with a blend of FPS combat and Puzzle Solving. Collect items, solve puzzles and blast your way to the center of the mystery surrounding NovaCor.
Actually, there will be shufflers too. Those will be greater in numbers than the runners, but still not as many as in say L4D. The NovaCor soldiers have gotten the station partially under control, so there arent many areas with large numbers of zombies. The real threat comes from the soldiers, and the zombies are more of a secondary threat. That said, there are a few sequences reminescent of horde battles in L4D. Its just not a zombie slaughter Mod in its entirety.
Yes, they run, but the player is faster so they arent too hard to evade. I refer to them as zombies a lot, but 28 Days Later Infected are more accurate. There are slow ones and there are even some who havent fully 'turned' yet and who can still use weapons.
How do you mean havent fully turned yet can still use weapons, you just mean they'll still have enough higher brain function to shoot at us as opposed to being mindless zombies that try to claw/*bite* us ?
Say when do we talk weapons, will there be any fire weapons ?! Particle beam weapons are cool but nothing quite beats FIRE! It is afterall how things are purified and we know all things biologically contaminated need purifying :P
A flamethrower would be awesome but atleast something that has incendiary grenades or something..
Haha Sand-fly, I was thinking of the "Hunter" in Res Evil games, man I hated that thing, I'm lookin forward to the new RE ORC game coming out this fall/winter..
I really wanted a flamethrower, but that most likely requires a level of coding beyond my current abilities. HE or incendiary rounds arent out of the question, but a flamethrower is unlikely in this first part of the NovaCor story. I do have to code multiple Infected models, so I am going to attempt to add ironsights and a few extra bits including leaning/peeking around corners. I want to keep things fairly simple and build on this as I go, since there will be 3 NovaCor Mods should real life cooperate enough to do so. One of the big mistakes Modders make is to promise a lot of features and wind up in over their heads, eventually killing the Mod. (its called 'feature creep' - more and more ideas creep into the Mod description until it just too much) I have a pretty good game plan and will make adjustments and additions as needed but will not get carried away with things I cant guarantee yet. Maybe by the third and final chapter of this trilogy we will see a flamethrower :)
Flamethrowers are kinda useless weapons. Tactically they suck. Ok it's scary to fight but I doubt the zombies would be scared, especially in a video game. In Fallout New Vegas you need perks just for them so they don't suck too much. Flamethrowers are only good in real life (and TF2, yay) because it's scary and burned people are both hurt in their body and mind.
Agreed. Ive been thinking of more blood and less human looking in the face. That would actually allow me to once again work around coding in this first iteration of the NovaCor Trilogy. One humaniod model gets old quick but one thats grotesquely deformed and injured would not be so obviously repetetive. I really want to start simple and add to each subsequent installment, finishing the series with a lot of extras that didnt exist in the first chapter. If I can avoid touching the code in the first installment, then it can be released much sooner and then when I start on the second, I have most of the models and textures done, leaving much mored time to pore over the code and add lots of new features. There will of course be new models and textures in later installments but many will be reused from the first. There are also many, many textures I have made that wont even be seen in game until the second chapter of the story.
I love the look of this. It almost has a "System Shock 2" feel to it. As for the zombies, since it's just standing there twitching. Maybe you could do like they did in System Shock 2 and give the zombies some disturbing sounding ambient voices or something? That would be awesome. :D
New Infected idle animation. Their arms kind of twitch and they look around in a creepy manner. I left their running animations as they were for now.
wait... they can RUN!? dammit... i hate olipic zombies
Should of made them shuffle and their be 100's of them filing the coridoors. more scary than a few runners..
Actually, there will be shufflers too. Those will be greater in numbers than the runners, but still not as many as in say L4D. The NovaCor soldiers have gotten the station partially under control, so there arent many areas with large numbers of zombies. The real threat comes from the soldiers, and the zombies are more of a secondary threat. That said, there are a few sequences reminescent of horde battles in L4D. Its just not a zombie slaughter Mod in its entirety.
Yes, they run, but the player is faster so they arent too hard to evade. I refer to them as zombies a lot, but 28 Days Later Infected are more accurate. There are slow ones and there are even some who havent fully 'turned' yet and who can still use weapons.
How many pet zombies can you have running behind you? =D
Lol...they do leap, so when you stop to open a door or perform a task theyll get you eventually...and when they leap they cover a LOT of ground fast.
Crud, the one zombie I hated a lot was the Hunter, super annoying. This should be fun :D
How do you mean havent fully turned yet can still use weapons, you just mean they'll still have enough higher brain function to shoot at us as opposed to being mindless zombies that try to claw/*bite* us ?
Say when do we talk weapons, will there be any fire weapons ?! Particle beam weapons are cool but nothing quite beats FIRE! It is afterall how things are purified and we know all things biologically contaminated need purifying :P
A flamethrower would be awesome but atleast something that has incendiary grenades or something..
Haha Sand-fly, I was thinking of the "Hunter" in Res Evil games, man I hated that thing, I'm lookin forward to the new RE ORC game coming out this fall/winter..
I really wanted a flamethrower, but that most likely requires a level of coding beyond my current abilities. HE or incendiary rounds arent out of the question, but a flamethrower is unlikely in this first part of the NovaCor story. I do have to code multiple Infected models, so I am going to attempt to add ironsights and a few extra bits including leaning/peeking around corners. I want to keep things fairly simple and build on this as I go, since there will be 3 NovaCor Mods should real life cooperate enough to do so. One of the big mistakes Modders make is to promise a lot of features and wind up in over their heads, eventually killing the Mod. (its called 'feature creep' - more and more ideas creep into the Mod description until it just too much) I have a pretty good game plan and will make adjustments and additions as needed but will not get carried away with things I cant guarantee yet. Maybe by the third and final chapter of this trilogy we will see a flamethrower :)
Flamethrowers are kinda useless weapons. Tactically they suck. Ok it's scary to fight but I doubt the zombies would be scared, especially in a video game. In Fallout New Vegas you need perks just for them so they don't suck too much. Flamethrowers are only good in real life (and TF2, yay) because it's scary and burned people are both hurt in their body and mind.
I think the zombies need to look more dead and not with a few bloodstains.
Agreed. Ive been thinking of more blood and less human looking in the face. That would actually allow me to once again work around coding in this first iteration of the NovaCor Trilogy. One humaniod model gets old quick but one thats grotesquely deformed and injured would not be so obviously repetetive. I really want to start simple and add to each subsequent installment, finishing the series with a lot of extras that didnt exist in the first chapter. If I can avoid touching the code in the first installment, then it can be released much sooner and then when I start on the second, I have most of the models and textures done, leaving much mored time to pore over the code and add lots of new features. There will of course be new models and textures in later installments but many will be reused from the first. There are also many, many textures I have made that wont even be seen in game until the second chapter of the story.
Oh - and remember, they are something in between zombies and infected...not 100% either/or.
I agree touching the code will really slow down the process but only if needed.
I love the look of this. It almost has a "System Shock 2" feel to it. As for the zombies, since it's just standing there twitching. Maybe you could do like they did in System Shock 2 and give the zombies some disturbing sounding ambient voices or something? That would be awesome. :D
Yeah kinda digging that SS2 vibe. Sweet.