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Every time we think we're ready to throw an alpha to the Kickstarter backers, Swain and I are like 'but wait, lets add something else!' this time, we've elaborated on the arena mode, and I went and created all the MERC units. If you're just joining us, MERCs are a faction that'll be harassing the player in story and arena mode alike, disassociated with the Nexus Core or the A.A.H.W., with their own goals that naturally, will be conflicting with everyone else's (except in arena mode, where they're just there for you to shoot at/be shot at by), What makes MERCs unique, gameplay-wise is their leadership system. Swain's sorted out a pretty cool way for these little jerks to take orders from their superiors to accomplish their goals. Leaders will utilize the various units; Class 0 Grunts, Class 1 Lunatics, Class 2 Marksmen, and Class 3 Heavies. Taking out their leaders, naturally, strikes not only a blow against their morale, but their coordination, as well.
Nevermind the guy in the upper left, he's just the pilot. We needed a pilot. >_>
Another fun time at the NG office this year at the annual Pico Day. Ran into a lot of old pals, as well as new faces, and generally made an ass out of myself, it was great.
On top of all that I feel super honored to be a part of Sabtastics Picollage2015, be sure to check it out if for some reason you haven't yet.
Here is a picture of Shadman eating a hamburger:
Just a few more things to animate while swain irons out a few more of the overt alpha bugs....
We're getting obscenely close to a playable alpha for those who donated to the KS....
What a week it's been ladies and gentlemen. My focus during the last few days was UV mapping firearms, which I am finding to be a grueling, time consuming task. I've taken some time to actually start texturing them, as well. Swain and I have been working like crazy to get as much done as we can, he's been cobbling together the melee combat system while I've been just producing content.
We're still on to do a live Q&A tomorrow (saturday 23rd) at 1pm eastern time, be sure to check it out! We'll be talking about Nexus 2 and watching people play Chibi knight! http://www.twitch.tv/pn2podcast
Friday update time, guys. This week in the world of Team Madness I've been plugging away like a madman at more character animations, filling out the lengthy list of things we'll need by the time we get to a playable beta. Running anims, death anims, wounded, staggers, zombie sprints, melee attacks, and some parrying have been done today, if you check out tumblr (http://teammadness.tumblr.com/) you can see some gifs of newer stuff I've been up to. On the side of that I've begun uv mapping all the firearms.
Swain and I have just about settled on a health/armor system for Project Nexus 2 that is a departure from the more traditional healthbar set up that was seen in the first game,and with that, Swain has been busy turning a bunch of crazypeople notes and conversations into legitimate code. On top of that he's been implementing the material sent his way by me.
And as the cherry on top, check out this here track Devin's been cobbling together for the game: https://soundcloud.com/locknar/meltdown-wip
Friday's update involved animated gifs, and some really, REALLY cool stuff that The Swain is working on to make the wound system all the more awesome. Check it out over on the twitter:
Really cool stuff, guys.
Did somebody say.... submachineguns? This last work week was spent designing a spread of bullet sprayers and their modifications. It's cool to see the notes come out like this, especially because it'll open us up to more cross modification parts (mp5 front ends on mac11s, and stuff like that.)
The move to philly occurs next week, from then on I expect progress to accelerate further, but until then, enjoy the promise of a very bullet-y future!
Friday update day! Guns! Lots of guns! Well, not that many. We decided that tossing out all our placeholders was the way to go, so remember the stuff from the videos? Gone. The week was spent drawing out a weapon's list, complete with matrices that describe which gun parts will work with which frames, including weapon parts that can be changed out with others (Example: AK47 barrel/magazine replacing parts on an m16, or a thompson .45acp drum magazine in a Stery Aug). Then work was set to work getting out a modest spread of pistols. Many of these have high variety of weapon specific modification, like extended barrels and magazines, and then you have things like silencers, red dots, rails, and buttstocks that can be placed on an array of them. in the 3x3 picture we have, top left to bottom right; Desert Eagle, Glock19, fictional .460 rowland magnum modeled after an oversized 1911 (because it's cool, shhh), FN FiveSeven, H&K Mk23, Browning HP, PPK, Ots-33, and the 1911a1.
Also a move date has been set; Krinkels will be in Philly on dec 3rd, from when work will start getting FAR more coordinated.
Welcome to my city mockup, a work in progress that is, believe it or not, wrapping up right now. The 3d part of this hasn't taken nearly as long as it has to have drawn up (and thrown out) copious amounts of building and structure placement planning artwork/charts. If you've been curious about what I've been grinding on til I redline the proverbial engine, it's this. The worst part of it is that thi sis just going to serve as a mockup that swain and I will be refining further and further as we progress through each subsector of the game (see all dem walls?) But if we pushed through it like I do my cartoons the whole thing would be a disjointed mess, and while that works for the animation, it does not feed this beast proporly. Over time these little buildings and horizonless universe will develop and change, I just gotta be more on it when it comes up keeping you guys informed, admittedly.