[u227i] Unreal: Resurgence
- AlCapowned
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 31 May 2014, 13:51
I'm not sure how I could pull that off convincingly without disorienting the player, but I'm considering adding either a shield or a lunge attack as a third firing mode.
- ividyon
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 31 May 2014, 14:56
Niiice! I'm perfectly happy with the weapon now. It looks like it'd be a GREAT joy to use. You incorporated my idle animation feedback, too, which is just lovely. =)
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- UB_
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 31 May 2014, 17:00
Hell yeah now it's actually brutal.
Between lunge and shield I'd say the Shield. After all you fight more like a Skaarj Trooper, with the normal weapons...
Between lunge and shield I'd say the Shield. After all you fight more like a Skaarj Trooper, with the normal weapons...
- Mister_Prophet
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 31 May 2014, 17:36
Yes, it's much cooler now, and quicker. Plus, you moved the view a bit so you get the sense of the placement of the blades better. All and all a great job!
If you are curious Al, I would check out the mod/mutator Unreal 4 Ever (or U4E for short) for Unreal/UT. There is a default chainsaw weapon I liked a lot on the UT version that has a spin animation built in that was cool without being disorientating. Basically, a side-slice animation would be seen and the player would quickly be spun on their axis and face front again. Maybe something in the code can be studied.
If you are curious Al, I would check out the mod/mutator Unreal 4 Ever (or U4E for short) for Unreal/UT. There is a default chainsaw weapon I liked a lot on the UT version that has a spin animation built in that was cool without being disorientating. Basically, a side-slice animation would be seen and the player would quickly be spun on their axis and face front again. Maybe something in the code can be studied.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 31 May 2014, 18:26
Thanks, I'll look into that.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jun 2014, 03:03
Incredibly KEEN for this after seeeing that vid
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jun 2014, 08:38
As I commented on ModDB: much improved! Very good work. The dual blades and the dual projectiles are perfect. Thank you for your hard work on this.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 19 Jun 2014, 09:30
2nd post updated with new stuff!
I decided to make the Skaarj shield its own item instead of being a third firing mode for the Raziks. The Warlord gun is probably the last custom weapon that will be in Resurgence because the arsenal has nothing but Skaarj weapons now ( ). I might add a third firing mode to the Razorjack to make up for the loss of the Biorifle's "mine" functionality, though.
I decided to make the Skaarj shield its own item instead of being a third firing mode for the Raziks. The Warlord gun is probably the last custom weapon that will be in Resurgence because the arsenal has nothing but Skaarj weapons now ( ). I might add a third firing mode to the Razorjack to make up for the loss of the Biorifle's "mine" functionality, though.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 19 Jun 2014, 09:38
This is just freakin awesome!
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 19 Jun 2014, 10:02
Oh finally the Swarmer Missile Launcher as a weapon for everyone instead of being Warlord only.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jul 2014, 03:45
The Razorjack will be getting a replacement with a third firing mode that should partially make up for the loss of the Biorifle. The Sunspire missile launcher also has a third firing mode that's similar to the Redeemer's secondary fire.
I'm also happy to say that the Razik has not two, not three, but four firing modes! Pressing the fire and altfire buttons at the same time will make the player perform a lunge attack in the direction they're facing. It doesn't work in the air or water, and it doesn't rotate the player's camera. The fourth firing mode is a spin attack which is activated by pressing the fire and altfire buttons at the same time while the Razik is "activated" - an icon for it shows up in the same place as items like flares and seeds.
I think that covers all of the unique combat abilities that the Skaarj have.
I'm also happy to say that the Razik has not two, not three, but four firing modes! Pressing the fire and altfire buttons at the same time will make the player perform a lunge attack in the direction they're facing. It doesn't work in the air or water, and it doesn't rotate the player's camera. The fourth firing mode is a spin attack which is activated by pressing the fire and altfire buttons at the same time while the Razik is "activated" - an icon for it shows up in the same place as items like flares and seeds.
I think that covers all of the unique combat abilities that the Skaarj have.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jul 2014, 04:05
I'm watching this one with much interest
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jul 2014, 10:04
Once again to ask, which exact Unreal creature you play as? Officer?
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jul 2014, 15:22
The skin is a mix of the trooper and officer skins. So yeah, basically you play as an officer. The player was originally going to use the warrior model, but the lack of a crouching movement animation and weapon poly was a problem.
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1
Post Posted: 01 Jul 2014, 16:09
Ah ok
Well, once the mappack is out one could supposedly try to make some sort of perfect single Skaarj Warrior to play as, which by then shouldn't be anymore a problem (think I got enough script knowledge to do that)
Well, once the mappack is out one could supposedly try to make some sort of perfect single Skaarj Warrior to play as, which by then shouldn't be anymore a problem (think I got enough script knowledge to do that)
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