Back by popular demand... and because some channels still didn't know I have it back up and running...
well, this silly thing.
Based on some stupid little sprite-now-drawn comic but taking a load of cues from Deus Ex, so you don't have to follow it to the letter at all. There's like a prison break-in at TSAT page 150 that you can completely not do at all or even do before heading back to town.
Oh yeah, the demo is now going to be extended to a whole chapter of maps. Six campaign maps, two special stages*, two Invasion** maps.
Major to-dos:
[ - ] Reloading will be implemented according to a poll held on the Treadhead forums. The ammo in your clip will be displayed where your primary ammo taker was.
[ - ] The marine sprites haven't been touched yet ever since I let Sodaholic go. I plan to rectify this soon.
[ - ] Weapon sprites also all need a major overhaul. Some of them must be replaced due to copyright concerns (shotgun).
[ - ] Speaking of sprites, Knothole is almost completely devoid of any NPCs.
[ - ] Melee combo system; with weapons lowered, I plan to take cues from FEAR's melee combos. With a weapon up it will be a generic weapon bash.
[ - ] Lots of map and script bugs to fix, and there's a whole bunch of plot stuff left to do for MAP06. Stuff that won't even be in the comic but provides loads of insight into the everarching lore of the series. :D
MAP01: UGR Base

MAP01 has you starting waking up from bed after they freshly grew you from the much more pathetic child body. Unfortunately, you find that you're... quite squishy. While working to escape the outpost, you will especially be constantly trying to find armor to protect yourself. Keeping mobile and/or behind cover also helps.
MAP02: Sewers

MAP02 reunites you with the last team, leaving you responsible with the princess. Fun. Beneath all this, however, you discover there's quite an operation going on here. It's no wonder why they found the UGR base...
MAP03: Canyon Pass

MAP03 is the main hub for the entire chapter; from here, you can reach the UGR, the prison to the east, and Knothole to the north (from two entrances, one is less obvious). The area's pretty locked tight, however, and bad guys are crawling everywhere. At the same time, there are a lot of secrets to find and explore out here. Your babysitting mission also ends here, leaving you to your own devices.
MAP04 screenshots for "Desert Prison" not available yet.
MAP05: Cavern Springs

This area is mostly used to pick up clean well water. Because Knothole village doesn't yet have running water, folks come down here frequently for fresh water; ring lake's water is quite stagnant and isn't the best for drinking. A few marines hang around here, but they're likely scouts.
MAP06: Knothole Village

Don't expect much combat in Knothole Village, but there's planned to be plenty to do in terms of finding out everyone's story. A slew of surprises are to be kept hidden here, as it seems like everyone has skeletons in their closets. You can also buy -- but not sell -- equipment from the shopkeep to the southwest, but he's kind of an ass.
Extra note: The gold number to the bottom right is there for debugging purposes. It's your faction standing with the Freedom Fighters. 1000 is neutral. Higher is good, lower is bad. It should affect the game's ending (and the demo will even have a couple endings), and it even impacts your prices. Because I decided to be the good guy, the Shopkeep's prices are down as a result.
Features:
Fucking SHOPS!

Fucking RPG elements!

So, yeah.
Constructive criticism is always accepted. Please don't be a dick about it, but if there's something wrong with the project, please say so and why. I can always go back to something to fix it.
Also added map descriptions.
Release date is "When It's Done". A deadline will be posted when it is that close to being ready.
* Chaos Emerald collection is in. Super form is planned.
** Invasion maps are completely ACS coded, and so the gameplay will be just a little different -- especially since it emphasizes lives and scoring. They do not require Skulltag/Zandronum to run. (They won't run under those ports anyway)
well, this silly thing.
Based on some stupid little sprite-now-drawn comic but taking a load of cues from Deus Ex, so you don't have to follow it to the letter at all. There's like a prison break-in at TSAT page 150 that you can completely not do at all or even do before heading back to town.
Oh yeah, the demo is now going to be extended to a whole chapter of maps. Six campaign maps, two special stages*, two Invasion** maps.
Major to-dos:
[ - ] Reloading will be implemented according to a poll held on the Treadhead forums. The ammo in your clip will be displayed where your primary ammo taker was.
[ - ] The marine sprites haven't been touched yet ever since I let Sodaholic go. I plan to rectify this soon.
[ - ] Weapon sprites also all need a major overhaul. Some of them must be replaced due to copyright concerns (shotgun).
[ - ] Speaking of sprites, Knothole is almost completely devoid of any NPCs.
[ - ] Melee combo system; with weapons lowered, I plan to take cues from FEAR's melee combos. With a weapon up it will be a generic weapon bash.
[ - ] Lots of map and script bugs to fix, and there's a whole bunch of plot stuff left to do for MAP06. Stuff that won't even be in the comic but provides loads of insight into the everarching lore of the series. :D
MAP01: UGR Base

MAP01 has you starting waking up from bed after they freshly grew you from the much more pathetic child body. Unfortunately, you find that you're... quite squishy. While working to escape the outpost, you will especially be constantly trying to find armor to protect yourself. Keeping mobile and/or behind cover also helps.
MAP02: Sewers

MAP02 reunites you with the last team, leaving you responsible with the princess. Fun. Beneath all this, however, you discover there's quite an operation going on here. It's no wonder why they found the UGR base...
MAP03: Canyon Pass

MAP03 is the main hub for the entire chapter; from here, you can reach the UGR, the prison to the east, and Knothole to the north (from two entrances, one is less obvious). The area's pretty locked tight, however, and bad guys are crawling everywhere. At the same time, there are a lot of secrets to find and explore out here. Your babysitting mission also ends here, leaving you to your own devices.
MAP04 screenshots for "Desert Prison" not available yet.
MAP05: Cavern Springs

This area is mostly used to pick up clean well water. Because Knothole village doesn't yet have running water, folks come down here frequently for fresh water; ring lake's water is quite stagnant and isn't the best for drinking. A few marines hang around here, but they're likely scouts.
MAP06: Knothole Village

Don't expect much combat in Knothole Village, but there's planned to be plenty to do in terms of finding out everyone's story. A slew of surprises are to be kept hidden here, as it seems like everyone has skeletons in their closets. You can also buy -- but not sell -- equipment from the shopkeep to the southwest, but he's kind of an ass.
Extra note: The gold number to the bottom right is there for debugging purposes. It's your faction standing with the Freedom Fighters. 1000 is neutral. Higher is good, lower is bad. It should affect the game's ending (and the demo will even have a couple endings), and it even impacts your prices. Because I decided to be the good guy, the Shopkeep's prices are down as a result.
Features:
Fucking SHOPS!

Fucking RPG elements!

So, yeah.
Constructive criticism is always accepted. Please don't be a dick about it, but if there's something wrong with the project, please say so and why. I can always go back to something to fix it.
Also added map descriptions.
Release date is "When It's Done". A deadline will be posted when it is that close to being ready.
* Chaos Emerald collection is in. Super form is planned.
** Invasion maps are completely ACS coded, and so the gameplay will be just a little different -- especially since it emphasizes lives and scoring. They do not require Skulltag/Zandronum to run. (They won't run under those ports anyway)
This post has been edited by Project Dark Fox: 12 September 2012 - 01:29 PM


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