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Hellsmash Progress Update

 
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Fri Oct 19, 2007 11:10 pm    Post subject: Hellsmash Progress Update Reply with quote

It's been a while since anything's come out from me on this end...

So, here's a teaser of what I've been working on:

http://tlb.quakedev.com/PICS/SHOTS/hsmash/aon.gif
http://tlb.quakedev.com/PICS/SHOTS/hsmash/soupmach.gif

Getting closer to an actual release, I still need to redo abilities, armor leveling through collection of SCs, and FBX Weapon / Class Skill Usage stuff.

But that said, certain persons MAY get an early christmas present release after I finish with the armor / abilities issue.
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Sajt



Joined: 16 Oct 2004
Posts: 1028

PostPosted: Fri Oct 19, 2007 11:11 pm    Post subject: Reply with quote

*humps*
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Sun Oct 21, 2007 2:41 pm    Post subject: Reply with quote

Someone stole my cards!

Looks interesting, but what is the mod about?
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Sun Oct 21, 2007 6:30 pm    Post subject: Reply with quote

Spirit wrote:
Someone stole my cards!


Don't look at me. I handmade the face part of the card skin and 100% of the soup vending machine. Wink

[quote="Spirit]Looks interesting, but what is the mod about?[/quote]

Right now, the focus is on getting the basic stuff down, and working singleplayer multiplay, but eventually, this is really meant for single player. (I may add gamemodes for multi, and perhaps a minigame or two for single.)

The epic, old school tale of four or five inside3d slipgate adventurers who wield special abilities, weapons, (22+ or so weapons between all the characters, some of which have THREE attacks!) six different carriable items, mapper attraction features, quake community member cameo appearances, humor, and heavy focus on fun gameplay.

If I were to describe it in terms of a recipe:

2 1/2 pounds of Quake goodness. (Gibs, destruction, you know the drill.)

1/2 cup of ROTT, cubed (Simplicity and humor rules!)

Teaspoon of Hexen (character classes, with different stats, abilities and weapons.)

Dash of Malice (Badass stuff)

Tablespoon of Quoth (because everybody loves a little more lovecraft)

Pinch of Unreal, Quake II and Serious Sam (Universal Translator meets Objectives / computer)

Season with Strife to taste.

Simmer in pot, then serve and enjoy!

If that was an insufficient description, then you'll just have to wait until it comes out to see for yourself. Wink
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sun Oct 21, 2007 6:49 pm    Post subject: Reply with quote

Dr. Shadowborg wrote:
Season with Strife to taste.


Strife: Quest for the Sigil? So your mod will have character development and talkable NPCs?
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Oct 22, 2007 12:25 am    Post subject: Reply with quote

Nash wrote:

Strife: Quest for the Sigil?


Yes, though to me it has always been "Strife". For there is no other. Wink

Nash wrote:

So your mod will have character development and talkable NPCs?


If by character development and talkable NPCs you mean collecting and spending collected SCs to upgrade your armor abilities, Healthpoint maximums, and quake community cameos, (which can range from a hidden object with a message to wall portraits to NPCs) then YES.

But before you get all hyper about this, keep in mind that I'm going for better gameplay rather than better GFX, all of which functionable in Stock Winquake. See below regarding some of the aforementioned objectives computer stuff.

http://tlb.quakedev.com/PICS/SHOTS/hsmash/compup.gif
http://tlb.quakedev.com/PICS/SHOTS/hsmash/micamain.gif
http://tlb.quakedev.com/PICS/SHOTS/hsmash/detailobj.gif
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