Definitely.Milestone wrote:Serious question: during development of this, will you be taking into consideration the idea of people adding in their own mods for custom reels / levels / what-have-you? There were a number of pretty good custom bits made for Reelism 1, and it'd be great if Reelism Deux could be custom-content friendly.
There's definitely new monsters and bosses. It didn't make sense to just port over the old stuff without messing around with new things.undeadmonk354 wrote:Here's a question: are there gonna be any new bosses and new enemies like the Daleks?
There probably won't be much in the way of explicit "YO HERE'S THE DUDES FROM THAT ONE SPECIFIC GAME" reels, because they're not enormously interesting and we enjoy fiddling with things and making them a bit weird. That said, the current line-up includes the Outlaws reel from Reelism 1 and a new Quake-themed monster reel, so we'll also contradict ourselves on that as is most convenient.undeadmonk354 wrote:I hope there's gonna be more enemy reels like the Marathon and Duke Nukem 3D enemies.
Techokami wrote:To go a little more in depth on those aformentioned enemy reels Kinsie mentioned (which I'm basically responsible for), here's some insight into the thought process for them!
For the Outlaws, it was a mixture of judging how the community felt about them and what their role would be overall in the game. Lots of people liked those cowboys, finding them hilarious, and we didn't have any other bullet-type enemies present; everything up to this point was melee or projectile. So they were brought back... with a twist. They're no longer hitscanners, but shoot tracers instead. This is because hitscan is, well, rather annoying for enemies to have, so now there's a better chance to detect and dodge their attacks (while also adding the sound of bullets whizzing past your head!). As a result, we don't really need the zombiemen reel anymore (cowboys have their role) and I highly doubt we'll have the Wolf3D enemy reel either (because it was just more hitscan).
For the Quake enemies, it was to try and do something a bit different, and honor the other big id Software FPS series. I was also playing a crapload of OSJC's Quake: Descent into Heresy and TheOldKingCole's Doomification of it as well as playing the original Quake itself, which just inspired me. But I also had to think of how they would fit, and the enemies that were selected all brought something to the table, like Grunts having a shotgun (again, no hitscan, all tracers!), Scrags being a flying enemy... then I woke up one morning to find that Kinsie had implemented Ogres and their grenade-lobbing, chainsaw-swinging combat to mix things up. There's a fourth enemy as well, but Kinsie's got other plans for them...
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