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Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Thu Feb 23, 2012 7:45 pm
by FireSeraphim
I can already tell that the next version of reelism will blow the competition out of the water. in order words: SHIT JUST GOT REEL!

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Thu Feb 23, 2012 10:39 pm
by insightguy
IDEA!

Name: Rodeo
Description: Pinkie demons and Blood demons only! Ride em cowboy!


Name: Kamakazie!
Description: Brace yourselves! suicide bombers and headless kamakazie bombers Are coming!

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Thu Feb 23, 2012 11:31 pm
by wildweasel
Here's an idea for the final weapon slot:

Real Reelism: Whoops, that's an E, not an A! (weapon spawns include a pistol, shotgun, and assault rifle that all have vertical recoil and need to reload)

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Fri Feb 24, 2012 5:17 am
by Phobus
If you're unlucky enough to combine that with "Bloody Screen, so Real!" and "Night of the Shooting Dead" you'd get the full modern shooter experience right there...

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Fri Feb 24, 2012 8:30 am
by Kinsie
Sadly all the weapon slots for this release are taken, but I'll keep that one in mind for a future update.

To copy-paste from another thread, I rebuilt the Infinite Mode today. Previously it was just an ugly hack that removed boss fights, so you'd just do round after round after round for all eternity. Now, it plays normally, but after killing a boss instead of winning, a new round will start as normal.

So now Infinite Mode is truly as it was originally intended: A sardonic reminder that, in the end, we can never truly triumph but through our demise. (God I wish I could put tooltips on the skill select)

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Fri Feb 24, 2012 10:54 am
by Project Shadowcat
Phobus wrote:If you're unlucky enough to combine that with "Bloody Screen, so Real!" and "Night of the Shooting Dead" you'd get the full modern shooter experience right there...
That could turn out to be a "jackpot" right there, just call it Duty of Honor Calls or something. The zombies could move more realistically and shit, too.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Fri Feb 24, 2012 1:29 pm
by Minigunner
Project Dark Fox wrote:
Phobus wrote:If you're unlucky enough to combine that with "Bloody Screen, so Real!" and "Night of the Shooting Dead" you'd get the full modern shooter experience right there...
That could turn out to be a "jackpot" right there, just call it Duty of Honor Calls or something. The zombies could move more realistically and shit, too.
Plus, they have to be Nazi zombies. Not to mention all non-"real" monsters/weapons being programmed out of the map and your inventory :roll: .

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Wed Feb 29, 2012 8:41 am
by Kinsie
Right! I've been in hinty-mode for a while now, but I think I'm far enough along and have enough exciting stuff to actually talk about this properly.

First, let's throw the dumb hype comic thing up. Go!
Image

Right, now that that's out of the way, let's elaborate.

Reelism Expansion Pack 1 is a big-ass update I've been working on since Version 1.3 came out, that adds tons of new stuff. Huge swarms of hungry dogs swarm the map, friction ceases to exist, and you're telepathically summoning gouts of fire at medieval warriors while a shapeshifting terror briefly transforms into Dog Pope to shoot bees at you. Yeah, it's pretty much another vanilla E1 map. :lol:

Oh, and thanks to a guy called Ed who emailed me out of the blue one day, there's co-op, too! The details of this are still being hashed out, but it's in, and it works. Surprisingly well, in fact! You'll be teaming up with your friends to try and get the biggest collective score, with death's effect changed from ending the game to losing a bunch of points. So... don't screw up unless it's a really really funny screw up.

And finally, Infinite Mode actually has some form of structure to it now, with bosses dropping by every five rounds like usual to add to the score rush fun.

I hope to get it out soon, but there's still a ways to go (at least three more rules need to be made, plus work on maps) and real life responsibilities have re-descended upon me after some time in the wilderness. So in a month or so seems like a decent estimate. More info as I get closer!

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 8:49 am
by insightguy
WANT!

this aught to be good.....

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 8:51 am
by Kate
Looks like shit's gonna get reel.

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 9:26 am
by Tapwave
Get reel, kins, not like you're gonna release it THIS early! :p
or are you

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 10:07 am
by Ribo Zurai
...This is so awesome my brain went tilt when I saw it.

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 10:36 am
by CaptainToenail
Needs a quantum mode, where everything in the macroscopic scale becomes subject to the oddities of quantum physics. Now that would be madness. :P

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 11:04 am
by Ravick
^

Or, what would be quite similar, a mod with players on drugs!!! :P

Re: [Expansion 1 News p.14] Reelism - Night of the Everythin

Posted: Wed Feb 29, 2012 11:34 am
by Big C
This mod doesn't need drugs. This mod IS drugs.