1. No. This mod is less about gimmicks and more about raw gameplay. Making a score system means using extra resources very well needed by mobile devices and their subpar processors.jckfrbn wrote:2 very quick questions,
1. Will there be some sort of scoring system like arcade mode in d4?
2. And will we see a rudimentary system for dealing with custom mobs from older wads? (If not for whats above for the chainsaw or executions?)
2. Im not sure what you mean about that one.
That's a regular 60fps gameplay video. No editing tricks. If anything, vegas seems to blur a bit the image (if you pause the vid at any time, it you will see images of previous frames kinda still there) but that's not on purpose. But believe me, the game is fast. In the video is not sped up or anything.Machine-Reaper wrote:Question,
That super smooth, fast FPS gameplay in the video, is that really how fast the game is or just editing?
Dont mean to be too nitpicky, but this is NOT a subproject of D4D. This is a separate project that will move independently from D4D, at it's own pace with it's own features or lack of. Currently Im taking an indefinite break for anything D4D since Im honestly feeling displeased of where it's going.Trump Stumper wrote:I think this subproject of D4D is pretty awesome.
I hope I don't get in trouble for saying this, but while D4D was pretty cool, as a proof of concept, Zion v8 was actually a little bit more fun to play with due to it seemingly being more oriented towards fast and furious combat.
I have to admit that there were some weapons in D4D that were almost complete showstoppers when they got autoselected. Having to take the time to hide Doomguy somewhere and select a different weapon in the middle of combat is not always a fun thing to have to do.
Zion has a very curious balance indeed. I played it and the weapons and monsters feel very meaty. I loved it.
About the showstopper weapons in D4D. Not sure which ones you feel they were that way, but I can agree that more weapons != better (says the guy who made aeod); but for such a "refined" weapon experience, the amount of weapons in D4D was getting stupid. Hence why I removed some for this other project, where balance plays like I want it to.