Resident Evil: Progeny (Last Update: 18/5/2013)

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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby BlueLight » Tue Oct 11, 2011 8:28 pm

Thaedael Wrote:Edit; Also sir z-fied has been dealing with school and stuff. So if people can be more understanding that would probably make things go smoother ^^;;


You would expect by the general age group that post here people would be more understanding. It seems the users posting are about 18-22ish age(I understand some people are in there 50s) and most are getting in to college and working their tails off to get though classes. Now if most active members are going though i would normally expect a very low amount of people demanding updates. I how ever have a perfectly good reason if i wanted to be bitchy. Jobless and i missed making it into this quarter by a few points(Well the program i want) and hours.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kriff » Tue Oct 11, 2011 9:32 pm

FAPCOM Wrote:They're horrible :cry:
I only get a pixel or two for features like the nose, eyes and mouth.
I'm tempted to redo it from the ground up using new dimensions,
which means I'll have to redo the sex animations too.

At the moment she just looks so half-assed :oops:


Oh f*ck off FAPCOM; they look great, given that you had to do them up real quick. I'd say focus on making the sprites first, then knitpick about the finer details later. :p

BlueLight Wrote:
Thaedael Wrote:Edit; Also sir z-fied has been dealing with school and stuff. So if people can be more understanding that would probably make things go smoother ^^;;


You would expect by the general age group that post here people would be more understanding. It seems the users posting are about 18-22ish age(I understand some people are in there 50s) and most are getting in to college and working their tails off to get though classes. Now if most active members are going though i would normally expect a very low amount of people demanding updates. I how ever have a perfectly good reason if i wanted to be bitchy. Jobless and i missed making it into this quarter by a few points(Well the program i want) and hours.


I hear that. I'm in my course as well. I got a frigging degree already (not gonna say in what, but it's not Arts or English or something mickey mouse) and i couldn't find a job in my field during the summer. Hence why i went back to school in another field. Hoping to become a double threat in my field. But that sucks you couldn't get in for school. Hopefully you don't get stuck in a grocery job getting only 7 hours a week like I did over the summer.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Ayra » Wed Oct 12, 2011 3:35 pm

I'm not a fan of Resident Evil (or anything horror in general) but I was in mood for something dark yesterday so I gave this game a try. It certainly has a lot of potential and vision: Storyline, actual inventory management (I especially like the whole combining thing) and various systems. Plus, the new sprites looks great: The switching between sprites is pretty unsettling but I know that's only temporary so no problems there.

However... I'm having huge issues in actually playing the game. I realize that it's definitively just me being dumb: I've read all the comments that date since the last update and no one else seems to be having any issue at all. I'm normally pretty okay at games in general but 'survival horror' is not a type I have any experience in and I'm actually having problems with really basic stuff too... I'd really appreciate if someone could give a few tips and suggestions so that I could actually enjoy the game.

1) Ammo: I run out of ammo incredibly early: Zombies usually come in group of 2, and take about 3 shots to knock down each. By the time the 2nd one is knocked down, the first stands back up and it takes about 6 shots per zombie to actually kill one. Considering that you can sometime get a lucky 1-shot knockdown and run over it, I find myself to have enough ammo for 6 zombies at most. The knife is extremely hard to use: I know the "no sprite for knife attack" makes it even harder, but even with "knife-back" tactics I very rarely can knock down a zombie without getting grabbed. Trying to crouch under their lunge doesn't work either... I haven't actually found any ammo pickup, except in the Mercenary mode where it's common.

2) Submitting: While I do try to go through games trying to avoid getting raped, I soon found myself at low HP with no ammo, no healing items, and grabbed by a zombie. I figured that submitting was better than dying and then turning into a zombie, so I pressed 'X' as mentionned in the instructions... And the zombie just kept bitting the neck and killed me. That happened 3 deaths in a row: X didn't submit. So even though I normally try to avoid getting raped, I was curious to see what I was doing wrong for the submit so I started a new game and threw myself at the first zombie I found... And I have no idea how you are supposed to do it. 'X' doesn't work, and the only thing that does anything was struggling with the arrow keys (But you still get bited at least once even if you go very fast so it's not an option anymore at low health). So while I'm actually playing trying to avoid trying to submit... I'd rather know how to submit when necessary instead of always getting bitten in the neck 100% of the time.

3) Dog: Is there a way to avoid taking damage from it? You can't shoot it, and I always take damage trying to jump over it. Tiny amount of damage, but damage nonetheless.

4) I'm not sure how to interact properly with things. I know Z open doors, but I found a car that opens the inventory when you Z near it, but nothing else. Same thing with a door later on. I can't interact with anything else, including the dying/dead guy near the end (I knock down the zombies, try to Z him which does nothing then the zombies stand back up right on top of me and kill me).

5) What's the thing in the inventory marked "Special" that you can't select and have one of?


Edit before post: I decided to give it one last spin today before posting, and I actually managed to finish it... It feels really strange that the way to pass the zombies is to jump right in their arms so they miss (I hadn't tried that since it felt counter-logic to jump at something trying to grab you). I enjoyed the electricity puzzle: It was pretty simple, but it's certainly swell to see puzzles in a game like this! What I missed for #4 if that I hadn't killed both zombies before trying to talk to the dying man, I had just knocked them down which prevented the dialogue.

Ammo are certainly stupidly restricted: I barely shot at anything during the game, and I had only 3 bullets spare after beating the boss. I'm not sure if the boss took damage when in "ghost form" so after a few shots I just waited until he was material to shoot once or twice (I'm not sure if it was necessary or not but I didn't want to take the chance). I assume he's probably not beatable with the knife, especially with the time limit.

I barely managed to get through the game without any reload or death (Half health with one green herb remaining), but I didn't need to submit or anything so that was good (I did know beforehand about ducking against the boss since I had read the last few pages of the thread yesterday). I rechecked quickly, and I still don't know how to submit: I prefer not to anyway, but it bugs me not knowing what I do wrong since it sounds so simple.

So question 2, 3 and 5 still stands unfortunately :)

Anyway, the game is shaping up to be pretty enjoyable, thank you!
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Blood The Dhamphir » Wed Oct 12, 2011 4:08 pm

Here's some answers to make things simpler.

Question 2: To submit it has to be a sexual grapple. The blue meter is the "health" of your clothes. When it's empty you have a pretty reasonable chance of having a sexual grapple done. There's a slider in the menu that adjust occurrence of bites to sexual grapples once your clothes are destroyed.

Question 3: You can only jump over it. You just have to time it correctly.

Question 5: It's an item similar to the support items in the actual game franchise. It hasn't been implemented yet as far as I remember from the changelog.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Wed Oct 12, 2011 4:14 pm

Ayra Wrote:2) Submitting


It does indeed have to be a sexual grapple, but there is one thing more. The controls say X, but it's C to submit.

Ayra Wrote:Ammo


Zfied doesn't want you to be able to shoot down everything in the game, as that would be counter to RE spirit. I'm pretty sure he DOES want you to be able to kill shit with the knife, though, so he'll PROBABLY get around to fixing that. Over 100 stabs most likely wasn't what he had in mind, since you don't have to cut mook zombies that many times in Resident Evil: Legit Series to actually keep 'em down.

Another indicator that he wants the knife to actually be useful and not JUST a knockdown weapon is that you can 3-knife kill the dog. (Jumping over it is still safer though.)

Take note though that I can't actually put words in his mouth, and he may have decided to make the knife only do knockdowns unless you have the godlike patience to cut dudes 100+times.

Ayra Wrote:"ghost form"


The boss takes damage in that form. Dunno if he takes lesser or equal damage, though, so it might possibly still have been a good idea to conserve your 3 ammo. Z-fied can catch this one better than I.

OH, also, just a resident-evil related tip that I actually picked up from watching peeps play the games on the internetz, and which you may or may not have known:
Combining a red and a green herb gives you a pretty great healing item. Better than 2 green, even.
Sadly I think there was only like 1 red herb in this game so far, but still.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Blood The Dhamphir » Wed Oct 12, 2011 4:18 pm

Yes, Lucky is right. I forgot to mention that too.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ByHisBillowingBeard » Thu Oct 13, 2011 12:54 am

The car is ...'useful' later on for progression. think of it as something you come back to later.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ZeroEXE.ZX17 » Thu Oct 13, 2011 2:48 am

Ayra Wrote:1) Ammo: I run out of ammo incredibly early: Zombies usually come in group of 2, and take about 3 shots to knock down each. By the time the 2nd one is knocked down, the first stands back up and it takes about 6 shots per zombie to actually kill one. Considering that you can sometime get a lucky 1-shot knockdown and run over it, I find myself to have enough ammo for 6 zombies at most. The knife is extremely hard to use: I know the "no sprite for knife attack" makes it even harder, but even with "knife-back" tactics I very rarely can knock down a zombie without getting grabbed. Trying to crouch under their lunge doesn't work either... I haven't actually found any ammo pickup, except in the Mercenary mode where it's common.

2) Submitting: While I do try to go through games trying to avoid getting raped, I soon found myself at low HP with no ammo, no healing items, and grabbed by a zombie. I figured that submitting was better than dying and then turning into a zombie, so I pressed 'X' as mentionned in the instructions... And the zombie just kept bitting the neck and killed me. That happened 3 deaths in a row: X didn't submit. So even though I normally try to avoid getting raped, I was curious to see what I was doing wrong for the submit so I started a new game and threw myself at the first zombie I found... And I have no idea how you are supposed to do it. 'X' doesn't work, and the only thing that does anything was struggling with the arrow keys (But you still get bited at least once even if you go very fast so it's not an option anymore at low health). So while I'm actually playing trying to avoid trying to submit... I'd rather know how to submit when necessary instead of always getting bitten in the neck 100% of the time.

3) Dog: Is there a way to avoid taking damage from it? You can't shoot it, and I always take damage trying to jump over it. Tiny amount of damage, but damage nonetheless.

4) I'm not sure how to interact properly with things. I know Z open doors, but I found a car that opens the inventory when you Z near it, but nothing else. Same thing with a door later on. I can't interact with anything else, including the dying/dead guy near the end (I knock down the zombies, try to Z him which does nothing then the zombies stand back up right on top of me and kill me).

5) What's the thing in the inventory marked "Special" that you can't select and have one of?


i know you have been helped already but i'm sure i can help out as well lol
with Q1 all of the real (old) RE games are like this it's better to run then to fight, as far as i know there is only 3 zombies you need to kill (the 2 with the dying man and the boss)
Q2 only sex graples count for submitting (and yea as others might have said it is now the C button instead of X) when you submit reb gets raped (or sex since she gave in lol) but if you get grabed for damage the best you can do is to tap the D-buttons as much as you can and yea the best way to avoid enemies is jumping
Q3 jumping works best (and i always avoid the dogs without damage lol)
Q4 with the guy you need to kill the 2 zombies to talk to him and with your item box opens up from going to a door you need to use a item to open it (but since you got/beat the boss you know this lol and the 1st one as well XD)
Q5 i heard it is a stun gun or something like that (it's used to get out of attacking graples (or just attacking the zombie after one attack) and damaging the zombie as well)

hoped i helped you out a bit dood^,..,^
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kriff » Thu Oct 13, 2011 3:55 am

ZeroEXE.ZX17 Wrote:
Ayra Wrote:1) Ammo: I run out of ammo incredibly early: Zombies usually come in group of 2, and take about 3 shots to knock down each. By the time the 2nd one is knocked down, the first stands back up and it takes about 6 shots per zombie to actually kill one. Considering that you can sometime get a lucky 1-shot knockdown and run over it, I find myself to have enough ammo for 6 zombies at most. The knife is extremely hard to use: I know the "no sprite for knife attack" makes it even harder, but even with "knife-back" tactics I very rarely can knock down a zombie without getting grabbed. Trying to crouch under their lunge doesn't work either... I haven't actually found any ammo pickup, except in the Mercenary mode where it's common.

2) Submitting: While I do try to go through games trying to avoid getting raped, I soon found myself at low HP with no ammo, no healing items, and grabbed by a zombie. I figured that submitting was better than dying and then turning into a zombie, so I pressed 'X' as mentionned in the instructions... And the zombie just kept bitting the neck and killed me. That happened 3 deaths in a row: X didn't submit. So even though I normally try to avoid getting raped, I was curious to see what I was doing wrong for the submit so I started a new game and threw myself at the first zombie I found... And I have no idea how you are supposed to do it. 'X' doesn't work, and the only thing that does anything was struggling with the arrow keys (But you still get bited at least once even if you go very fast so it's not an option anymore at low health). So while I'm actually playing trying to avoid trying to submit... I'd rather know how to submit when necessary instead of always getting bitten in the neck 100% of the time.

3) Dog: Is there a way to avoid taking damage from it? You can't shoot it, and I always take damage trying to jump over it. Tiny amount of damage, but damage nonetheless.

4) I'm not sure how to interact properly with things. I know Z open doors, but I found a car that opens the inventory when you Z near it, but nothing else. Same thing with a door later on. I can't interact with anything else, including the dying/dead guy near the end (I knock down the zombies, try to Z him which does nothing then the zombies stand back up right on top of me and kill me).

5) What's the thing in the inventory marked "Special" that you can't select and have one of?


i know you have been helped already but i'm sure i can help out as well lol
with Q1 all of the real (old) RE games are like this it's better to run then to fight, as far as i know there is only 3 zombies you need to kill (the 2 with the dying man and the boss)
Q2 only sex graples count for submitting (and yea as others might have said it is now the C button instead of X) when you submit reb gets raped (or sex since she gave in lol) but if you get grabed for damage the best you can do is to tap the D-buttons as much as you can and yea the best way to avoid enemies is jumping
Q3 jumping works best (and i always avoid the dogs without damage lol)
Q4 with the guy you need to kill the 2 zombies to talk to him and with your item box opens up from going to a door you need to use a item to open it (but since you got/beat the boss you know this lol and the 1st one as well XD)
Q5 i heard it is a stun gun or something like that (it's used to get out of attacking graples (or just attacking the zombie after one attack) and damaging the zombie as well)

hoped i helped you out a bit dood^,..,^


Q1: Not necessarily true (in regards to other RE games). RE's had obvious hallways/rooms that you knew you weren't coming back to, and thus didn't need to waste ammo.

RE1 (classic, Remake, Deadly Silence): No problem what so ever with ammo. Had the knife to cover me for Classic and DS, and staircase/knife combo in Remake (when i was needing to conserve bullets, but kill something). Killed everything that moved.
RE2: Joke of a game in regards to ammo conservation. Had shit loads by mid game (and i killed everything save for the city streets up to that point).
RE3: Had to avoid zombies in one use hallways. Other than that, crafting was easy as hell (all i ever did was craft handgun ammo. STI 6.0 + handgun ammo= godly). Again, killed everything that moved.
RE4: See RE2
RE5: I like to pretend this game is like RE: Gaiden, in that it doesn't exist, and not for ammo conservation reasons.
To be honest, i found myself conserving more ammo and dodging enemies in Dead Space and Dead Space 2 than in the RE series.

Q2: Though the question remains if there will be a stamina based resistance for zombie biting (like RE5). Kinda like a level up skill, though if you run out of stamina, you're in big trouble (think Dead Rising when you get attacked more than twice. TIMBER!).

Ideas and suggestions

I was wondering if Z-fied would be implementing a neutral based system (more tuned to combat training and maneuvers) that can be tied to game progression. And I'm also curious how Innocent will play out; I thought that early in the project you get Innocent points for killing zombies, but I may be mistaken.

I have some ideas for female zombie mutation, but they may be too /d/ for the project (not futa, something else). Coming from a guy, it might sound weird but it did get me thinking about how the virus would adapt the host body to inflict maximum infection potential.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ZeroEXE.ZX17 » Thu Oct 13, 2011 8:04 am

Kriff Wrote:Q1: Not necessarily true (in regards to other RE games). RE's had obvious hallways/rooms that you knew you weren't coming back to, and thus didn't need to waste ammo.

RE1 (classic, Remake, Deadly Silence): No problem what so ever with ammo. Had the knife to cover me for Classic and DS, and staircase/knife combo in Remake (when i was needing to conserve bullets, but kill something). Killed everything that moved.
RE2: Joke of a game in regards to ammo conservation. Had shit loads by mid game (and i killed everything save for the city streets up to that point).
RE3: Had to avoid zombies in one use hallways. Other than that, crafting was easy as hell (all i ever did was craft handgun ammo. STI 6.0 + handgun ammo= godly). Again, killed everything that moved.
RE4: See RE2
RE5: I like to pretend this game is like RE: Gaiden, in that it doesn't exist, and not for ammo conservation reasons.
To be honest, i found myself conserving more ammo and dodging enemies in Dead Space and Dead Space 2 than in the RE series.

Q2: Though the question remains if there will be a stamina based resistance for zombie biting (like RE5). Kinda like a level up skill, though if you run out of stamina, you're in big trouble (think Dead Rising when you get attacked more than twice. TIMBER!).

Ideas and suggestions

I was wondering if Z-fied would be implementing a neutral based system (more tuned to combat training and maneuvers) that can be tied to game progression. And I'm also curious how Innocent will play out; I thought that early in the project you get Innocent points for killing zombies, but I may be mistaken.

I have some ideas for female zombie mutation, but they may be too /d/ for the project (not futa, something else). Coming from a guy, it might sound weird but it did get me thinking about how the virus would adapt the host body to inflict maximum infection potential.


well i mean this game when i said there ae only 3 things you need to kill but avoid the rest and yea i mean the real older RE games had barely any ammo and you had you rely on the knife (but i never played 2 so i don't know about the ammo rate on that one) and XD at the RE5 comment

and XD i was just playing a DR game (a cookie if you guess what DR i mean lol) but yea it seems like a good idea, i heard somethings about a neutral side but don't call me out on it if it's true or not lol and i thnk every guy is saying "we want women zombies" (i don't mind ether way tho XD)
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kriff » Fri Oct 14, 2011 3:34 am

ZeroEXE.ZX17 Wrote:
Kriff Wrote:Q1: Not necessarily true (in regards to other RE games). RE's had obvious hallways/rooms that you knew you weren't coming back to, and thus didn't need to waste ammo.

RE1 (classic, Remake, Deadly Silence): No problem what so ever with ammo. Had the knife to cover me for Classic and DS, and staircase/knife combo in Remake (when i was needing to conserve bullets, but kill something). Killed everything that moved.
RE2: Joke of a game in regards to ammo conservation. Had shit loads by mid game (and i killed everything save for the city streets up to that point).
RE3: Had to avoid zombies in one use hallways. Other than that, crafting was easy as hell (all i ever did was craft handgun ammo. STI 6.0 + handgun ammo= godly). Again, killed everything that moved.
RE4: See RE2
RE5: I like to pretend this game is like RE: Gaiden, in that it doesn't exist, and not for ammo conservation reasons.
To be honest, i found myself conserving more ammo and dodging enemies in Dead Space and Dead Space 2 than in the RE series.

Q2: Though the question remains if there will be a stamina based resistance for zombie biting (like RE5). Kinda like a level up skill, though if you run out of stamina, you're in big trouble (think Dead Rising when you get attacked more than twice. TIMBER!).

Ideas and suggestions

I was wondering if Z-fied would be implementing a neutral based system (more tuned to combat training and maneuvers) that can be tied to game progression. And I'm also curious how Innocent will play out; I thought that early in the project you get Innocent points for killing zombies, but I may be mistaken.

I have some ideas for female zombie mutation, but they may be too /d/ for the project (not futa, something else). Coming from a guy, it might sound weird but it did get me thinking about how the virus would adapt the host body to inflict maximum infection potential.


well i mean this game when i said there ae only 3 things you need to kill but avoid the rest and yea i mean the real older RE games had barely any ammo and you had you rely on the knife (but i never played 2 so i don't know about the ammo rate on that one) and XD at the RE5 comment

and XD i was just playing a DR game (a cookie if you guess what DR i mean lol) but yea it seems like a good idea, i heard somethings about a neutral side but don't call me out on it if it's true or not lol and i thnk every guy is saying "we want women zombies" (i don't mind ether way tho XD)


I played the older one's as well, and never had problems with ammo. And I'll clarify my /d/ comment. I'm partial to snowballing.. yea, i'll let that sink in for a minute... Anyway, I was thinking that because sexual fluids are now the primary method of infection, some female hosts would mutate to synthesize a semen/fluid mix that would allow female zombies to "attack" female victims (they would store fluid taken from male victims, and mix it with the virus. perhaps in the throat, would be unnerving to hear a gargling zombie coming at you :p). They could bite, hork at you, or grab n' kiss while fingering you. Based on my preference, you can guess how i would picture it ending... have a large increase in infection as a result.

My /d/ comment is the extreme of this;

-Either the host would mutate further to be like a boomer (L4D) and a puker (DS2) and become an environmental hazard; big explosion when shot/jostled, infected fluids flying everywhere and having the capability to burn through flesh.

-Or the Plagas parasite could be introduced to the semen zombie (situated in the stomach). It would have the capacity to burst through the stomach and start fling acidic fluids at Rebecca; this could double as an attack that will drive near-by enemies berserk with sexual desire (improved A.I; ability to better compensate for your movements, or a speed increase).

These are my ideas at the moment. I was reluctant to bring em up cause i was reading some stuff over at ULMF on this game, and... yea, some weird ideas going around about bestiality (don't like it, and yes i'm aware of the "weird" irony and the irony in general :p). Didn't want my idea coming across like... well, the way the dog ideas were. Could have lived a happy live without reading those details XD
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Fri Oct 14, 2011 3:48 am

Snowballing and Bestiality I like, those Flesh-eating acid boomers and Stomach-bursting Plagas Zombies though, not so much.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kriff » Fri Oct 14, 2011 4:26 am

Lucky777 Wrote:Snowballing and Bestiality I like, those Flesh-eating acid boomers and Stomach-bursting Plagas Zombies though, not so much.


Yea, Bestiality's a no no for me. I just avoid anything that isn't a monster or humanoid. And monster is essentially hunters, the first boss, lickers, leeches, drain demos, Brain suckers, etc IMO. Just in case anyone's gonna try to play the "monsters are bestiality" card.

And it is an RE game; need to balance out the sex with traditional RE attacks... or as traditional as they get with what i suggested :p
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby sgtcoffman » Fri Oct 14, 2011 8:25 am

Your game is very fun to play. It definitely has that creepy feel to it and the small circle you are allowed to see through also adds a great effect to it. You are doing a great job with it. You don't see many games with these kind of graphics, let alone good ones. So you should feel really good about this. Keep up the great work
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sun Oct 16, 2011 4:22 am

@sgtcoffman: The small circular FoV was just recently implemented. In traditional RE the camera would always be positioned in a way that you couldn't look around a corner, which meant that dodging zombies became a real skill to hone. ZFied probably made the Progeny FoV in order to replicate that feel, and you liking it means he made yet another good call. Thanks for the feedback on that :) , we haven't gotten many comments about it.

@Kriff: ZFied has the final word on how the game turns out. So far he's made me try to draw up the enemy sprites with walking/grapple styles that are heavily RE based, so you might just get your wish.

@Thaedael: Thanks, but I had a go at drawing Rebecca with bigger dimensions anyway. :lol: Turns out that on these new dimensions she's just as quick to draw since I'm not wasting time going "Oh there's not enough pixels to draw that bit just right". Right now I'm about to get into finals prep, so I've had barely an hour to work on her and then touch her up. And there's days in between doing those because I can't seem to find the time for the project anymore. While I'd have to redo animations and the enemies as well, I don't think redoing backgrounds will be a problem because in the original backgrounds, the doors were too big for Rebecca anyway!

In this new Rebecca sprite, I'm betting the proportions are a bit off because I haven't had a chance to give her a second lookover. I'll send it to you next time you're on IM, unless you prefer email?
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby sgtcoffman » Mon Oct 17, 2011 7:38 am

Yeah i remember that whole horrible camera angle bull crap that RE games pulled XD. Pissed me off cause i couldn't see shit, but nonetheless it got the job done and became an unforgettable part of some zombie games. So yes it was a very good call on his part. He has a lot of good ideas and he is implementing them all very well. Can't wait to see the finished product.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby dantathedevil » Thu Oct 20, 2011 7:04 am

im just guessing here but i don't think theres going too be a update for Oct is there thats just a guess sorry if it sounds like im being pushy for a update
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Fri Oct 21, 2011 2:49 pm

Doesn't sound very pushy to me :P

Problem at the moment is I'm swamped. I'm not sure but I think Z-Fied's curriculum might have a similar schedule to mine, so he'd be pretty busy too.
Hopefully things will ease up soon.
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FAPCOM
 
Joined: Tue Jul 19, 2011 8:05 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Z-Fied » Sun Oct 23, 2011 10:57 pm

Okay, I'm back, hopefully for good, but I'm not promising anything.

Please check out the blog for a couple of new polls that I require your votes on!

(I'm going to edit this post for all those responses soon.)
Composer, Songwriter, Guitarist, Singer, Programmer, Gamer, and Zombie Expert!

My Project: Resident Evil: Progeny - Blog

"Our limits are only created by our mind, our dreams, our desires."
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Z-Fied
 
Joined: Sun Jun 05, 2011 4:39 pm
Location: England

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kriff » Mon Oct 24, 2011 5:40 am

Hey guys, just got done playing through the demo again; this time playing as innocent. Man is the game easy. Only got bit once, and only had one strip attack done to me.

Currently, it's too easy to breeze through the demo trying to play the game as an RE game, rather than an H-game. The skill progression for innocent also doesn't match with Whore skill progression; I know i'm beating a dead horse with this, but there should be some bonus to innocent for killing zombies/enemies. Reason for this is that you would be preventing someone else from falling victim to the outbreak, and possibly making any clean up job a lot easier for the military. For zombies/enemies left behind, you should receive a fraction of the innocent points you would receive from killing them. If this idea is adopted, my suggestion would be to have one-three innocent point per kill, for zombies and dogs. And have 25-50% of the kill point awards for every enemy that was not killed and not allowed to mate with Rebecca in any form. This way Innocent players can progress at relatively the same rate as players going for Whore.

Another idea could be the idea of bonuses for fulfilling alignment conditions. One such could be adhering strictly to Innocent ("Angel") or having sex with everything on the map, at least once ("True whore"). Perhaps other bonuses could be obtained by killing everything on the map ("For the fallen") or avoiding everything that doesn't need to be killed in order to progress the game ("Minimum Force/ Pacifist"). These bonuses could be skill specific, in that they offer a discount on one skill. These discounts could be applied at the end of the mission before progression to the next level.
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Joined: Mon Aug 29, 2011 2:21 am

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