Question:inventory system looks nice. swap during a round? or between? also will we be able to use the oversized weapons that the G03LM's drop this time. Also Also more of Jesus's special powers? maybe the auditors aswell? Mutant Hank and Sanford's hook? I guess what im asking is will we beable to get some unique special powers original to this game or from the official madness flash series. - twopony
Re: Oversized Weapons
I dunno, YOU TELL ME.
Re: Special Powers - We’ve discussed a lot of that in previous posts, and our plans have not wavered.
Oh, and you’ll be able to whip open your inventory at any time. Unfortunately, you won’t be able to carry much without a backpack, which will prevent you from stowing large weapons across your back for easy swapping access. Decisions, decisions…
Question:Since this game is probably (not sure) better than the prequel, will the bots be able to have their own seperate A.I intelligence like a grunt will just charge at you without thinking while an A.T.P engineer will think of a strategy before attacking. - bluezero7
Funny thing is, they kinda had that already in the last game. Problem was, it’s hard to notice when the room floorplans are just rectangles and the whole game is 2d.
Maybe you noticed, though, that grunts never dodge, they tend to fire uncontrolled bursts (lowering accuracy), they forget to pick up weapons from the ground, and so forth. Soldats, on the other hand, fly around the stage, try to flank you (for max Tac damage), and take cover constantly. The behaviors of your dudes in arena mode are affected by these same stats, though in their case it’s randomized.
Now, though, we have a 3d world to play with. Arena mode is (usually) just one big room with dudes charging at you. But in story mode, enemies may flee to find reinforcements, end up pinned down under your fire, and all sorts of things that will change the ebb and flow of tactics in every single level. There’s only so much you can do to mix it up, but we want every playthrough to feel like you got there a different way.
Question:Quezchen time! Will we be able to fire in 2 different directions assuming we have 2 weapons like in the cartoons? - clstia
That’s a tough one for sure.
We’ve considered doing target locking, so that you can tag two dudes and just let the ammo rip. In theory, we could let players light up all of their opponents with targets and have their character auto-fire on the closest visible and viable targets until everyone’s been taken down.
We’re not close to playing with this feature, but it’s definitely a perk that would benefit tactical skill trees if it ends up in the game.
Question:I'm a bit concerned about the glowing blood... Is that just you guys testing what you can do or are you keeping it? I honestly like the look of blood better when it's dark and high-contrast as opposed to fluffy around the edges. I know you guys are still working on it, and it would be nice if it kind of "pops" like it does in the series, but not quite glow. It's a good color and intensity, though. Now as for glowing YELLOW blood... THAT could be interesting. Like glow-in-the-dark, I mean. - koblerman
By in large the glowing blood is toying with effects. I’m gonna have to go with the ‘don’t knock it til you try it’ angle with this in that we’re actually liking the way gore splattering around has a bit of a red halo and glow. It doesn’t so much glow in the dark as it just has an aura of spilled vitality. This will, of course, come under scrutiny when the demo comes out and if it turns out people aren’t liking it the way we are it’ll be axed or toggle-able. It’s difficult to get a good measure of the visual flair the game already has in it from static images; it’s a whole different animal watching it roll along at 40-50fps.
Question:Who will handle the music, because it needs to be badass! - xxlittleboypoopxx
Sean Hodges, aka Cheshyre, as well as Devin Martin will be scoring our tracks.
Sean is the legendary composer of the music from the entirety of the Madness cartoon series, as well as virtually all the music from Nexus 1 (my personal favorite, from Episode 1.5: http://cheshyre.bandcamp.com/track/swamp-zombies). His heavy-hitting industrial sound really matches well with the carnality of the series. It’s a brutal world, and Chesh knows how to capture it in wave form.
Devin wrote and donated to us the track that we used for the original Project Nexus trailer (https://www.youtube.com/watch?v=1bjZRbgva6M), as well as the remixed version we used for the Bar stage and G03LM Mark 2 fight. This guy knows his way around electronic music the way Krinkels knows his guns.
We’re stoked to have them both on board. We hope our game makes billions of dollars so we can pay to keep them locked away in our giant golden game mansion to produce music for us for all time.
Question:In nexus 2 will you be able to pick up weapon ammo from your enemies if your gun was the same type or something, because it was really annoying having to throw my gun and pick up a new one every time i ran out of ammo or something. Also will the story line be more challenging in a way like will their be some type of boss that is hard to defeat. - jacob150319
That’s funny - just yesterday Krinkels and I were discussing how to handle ammo, magazines, and scavenging for both.
One of the big qualities of the Madness series that gives it a lot of personality has been the need for characters to drop weapons and pick up new ones as they proceed through the episode. It was a feature of the cartoon that we thought translated well to Project Nexus. It keeps you having to change your strategy as you find new weapons, and to play it safe with ammo in case you don’t run across a gun you like for a while.
It’s important to us to capture the strategy inherent to realism. For example, in most shooter games these days, there’s no penalty to firing a single shot and then reloading immediately. In reality, dropping your mag should deprive you of all remaining ammo it contained. Refilling magazines should take a long time.
However, you should also be able to reclaim magazines you dropped prematurely, or from the weapons of opponents. Problem is, this is a time consuming process in reality, and while we DO want to pressure players to tackle proper ammunition management, we need to do it in a fun way.
That’s our challenge. But nothing gets released that we don’t think is badass.
As for bosses: YES. We did what we could within the limitations of Flash with the prequel, but this game will have some very crafty and complicated bosses to defeat.
BELOW: Working on character personal inventory concepts.
Question:Will the game have mod support for custom weapons, characters, levels, etc? - unclefunkle008
To a degree, yes. Arena mode is certainly based on creating your own dude from scratch and building up their skills the way you want to.
By extension, we’re playing with how to build skill trees (instead of the linear progression of the prequel). This means More versatility, obviously, but also guarantees much more uniqueness in each character that you play.
Oh, and we want you to have as many Arena characters as you want. No more being limited to just one!
Now, as for weapons.
We’ve been slaving over how to integrate weapon customization. Sure, there’s ammo types, gun attachments (sights, scopes, dots, and suppressors), and so on. But what if you want to jury rig a specific gun to fire the ammo of another weapon entirely? Maybe that doesn’t always work in the real world, but suspending disbelief and giving that power to players is definitely something we’ve been looking into.
Note: We’re trying to include as much as we can for level creation, character editing (including importing your own skin textures), and weapon adjustment as possible as part of the actual game. When it comes to importing custom 3d models and animations, we have no way of knowing how Unity will handle it (yet)