[Locked for Posterity] Residual Decay Development

For public discussion of "Savage Land" and other Red Nemesis projects.

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Mister_Prophet
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Post by Mister_Prophet »

God, I wish you people would put your questions in the right thread.
zacman wrote:Just wondering... Will RD have an insane monster carnage mode (Like MH, or ONP's MoNsTeRsMaSh)? I'd love a full on melee mode against the Big man or the new krall >=D \o/
Yeah, we've had different ideas of how to do something like this over the years. My current idea for a gametype (and this is the one we'll likely keep, if we get around to it) is a kind of "Stronghold" gametype. In the SP, there are some segments of the game where Jones has to hold a particular area during an onslaught of enemies. This is similar to what was in Unreal 2, only taken to a different level. We're talking whole maps (or nearly whole maps) geared for this, and for a gametype for MP we'd keep the idea for group games where teams have to hold out.
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Post by zacman »

Awesome :D
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ElectricIce
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Post by ElectricIce »

Hey MP guess what.. You started a new page again.
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Jet v4.3.5
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Post by Jet v4.3.5 »

Why is that relevant? :P
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Post by ElectricIce »

Because he's cursed with the ever-changing-page-on-post curse. :P
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Post by Jet v4.3.5 »

LOL. I guess that's serious. :) Also, to MP: How will the scan eye operate when viewing weak points in the environment? What will we see that will show us that a weak point is in a place, and how will we be tipped off that we would need to use the scan eye for that purpose in the first place?
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Post by zacman »

jetv435 wrote:LOL. I guess that's serious. :) Also, to MP: How will the scan eye operate when viewing weak points in the environment? What will we see that will show us that a weak point is in a place, and how will we be tipped off that we would need to use the scan eye for that purpose in the first place?
lol, Spam the eye? XD Seriously tho, will there be hints, or does the player wait until they get stuck and then spam the scanner eye?
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Post by Mister_Prophet »

The player will be free to use the scanner at their leisure, and maybe aside from a few instances where there would be few other ways to figure something out aside from sheer accident, it is possible to play most of the game without it...if you're willing to put yourself through certain challenges, though. For instance, some things in the environment may be obvious early on, while things later may not be...and if you're stumped it's there to help. Obviously there will be a lot of secrets too, where only the scanner will help (you may not need to find these places to beat a level, but you'll miss some hidden stuff). When it comes to scanning enemies for their weakness, strengths, and general lore...I think you'll find yourself relying on it a lot.

When the scanner is activated, your HUD changes to a computer grid kind of thing that will have icons pop up for inventory, environment info, and other things.

Here's an early concept of what scanner HUD will look like

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Post by zacman »

Cool :tup: Is that a blur effect from zooming in too far?
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Post by Mister_Prophet »

It's just an example shot of what we're considering for the scanner HUD, but we'll probably be using the hell out of our post processing overlays in regards to that kinda stuff.
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Post by UB_ »

Time to VATS.
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Post by Mister_Prophet »

Nah, no VATS.
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Post by jackrabbit »

I have mixed feelings about the VATS system. One thing is for sure.. I never would want that implemented in an SP campaign for Unreal.
As a mod... well... that's a different matter :D
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Post by UB_ »

Thanks god, no VATS. It would be pretty horrible in this game since you have weapons with good accuracy and... well, generic kills or gib explosions aren't anymore cool to look at.
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Post by Da Spadger »

So yeah, I've been away from this place for quite a while. What is this Dead Cell mentioned on the Red Nemesis homepage?
:B
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