I just wanted to give an unofficial heads up on the project. Explain why things are taking so long. Since December some parts of DC really expanded from the original idea. Besides trying to use this as a good way to prove some RD stuff (Subbasements and some other mentioned things) we're also trying to make new models for the protagonist, Mister Bowman, and all the other characters encountered. Thought I'd show a dev shot of what Mister Bowman's model will look like, and every character will basically share the general outfit (jumsuit) while retaining unique features, like hair, face, and sex. Really trying to make each character very personal, so there aren't any generic enemies encountered in the game. Everyone in Dead Cell
will have a distinct personality, and every fight will be like a "boss fight."
Stuff like this takes time obviously, but I'm also using the opportunity to expand the mappage beyond that of what was done for the speedmapping contest, so it will still be a small release...but you'll get more than one map (essentially a main HUB and a secondary set of sub maps with backwards mobility). Also, I was serious when I said we are pursuing a dual release for both UT and 227g for Unreal, and of course that'll take some care to do right as well. What will probably happen is that the UT version will be finished and tested first, and then the one for 227...but this is just me talking, we could very well release them both at the same time. A big factor in this conversion is that I've noticed lighting has been altered somewhat in the latest 227 build, which is something I picked up on when Jackrabbit started on a port of Seven Bullets to 227, which I play tested. Basically, it changes (almost said fucks up
) how background lighting to mesh works as compared to UT, so there's a good chance I'll have to take this into account for the port.
Some ideas I'm experimenting with is furthering the "survival of the fittest" theme of DC, meaning that the gameplay will be particularly minimalist and the difficulty rather challenging, given the size of the game. We're going to include things like limited data saving through inventory items, a healing system that is not based on instant health recuperation, and unlockable difficulties and achievements. I originally wanted it to be that you have only one life and no way to save, but I think I'll save this format for a special difficulty setting for the masochists out there.
Also, recently I've been on a mapping burst with RD and am closing the gap for finishing all the maps for the Odyssey IV segment of the game (the first planet Jones visits), so that's been distracting me.
Audio= Zynthetic, my girlfriend, and myself for voice acting, Zynthetic and Shivaxi for audio help.
Since his help making the HUD, Carthage has taken a leave of absence from the Unreal scene, so I'm actually on the hunt for a 2D artist, if anyone here is interested.