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Hello everyone!


Here it is the Revision for the 0.7.132 version.


It took more than just a few days, but that’s because solving the door problem, made me realize about another important issue related to the loading/unloading of streaming levels, where if you cross an opened by the enemy door, no levels would be streamed in/out.

So, this specifically took us a bit more time to figure out. It should be working now though. We even uploaded the revision the moment I compiled it, but didn’t publish it until more tests were made.

Cerberus have been de-buffed a little bit too to make them act less like final bosses XD.

Cerberus should now be able to jump over again instead of trying to attack or grab if Julia is close to them.

The Egg dispensers should no longer get locked in dropping eggs endlessly.


And ended up confirming a reported bug where the inventory gets wiped in Mission 2, when going from the Sewers to the Exterior Area. I’ve reproduced it but I couldn’t fix it yet, because it’ll require me more time to dive deeper on the code specific to that (especially when nothing has changed in there since a long time now and that bug wasn’t there before). The fix will come with the next version. The Mission is still doable even without the handgun or the assault rifle, as you can still get the other weapons (and you also have the physical attacks and the knife).


And that’s that. Time for the download link:


DOWNLOAD 

MIRROR 


Much love <3 everyone!

-Meguido

Comments

Jonathan Marlow

I think that the more times an enemy grabs you, the difficulty level of escaping from the grabs should increase until it eventually becomes impossible to escape. Narratively speaking, this will basically mean she's given in. It will also help the gameplay experience in terms of creating a connection between Julie and the player, it creates a legitimate sense of struggle and will make the overall experience more satisfying and therefore more hot.

Armond

It should be a timed meter that goes down while you are given button prompts to complete before the meter runs out and I also like the idea that the more you get grabbed the faster the meter goes down, relying on your button pressing speed to ensure you break out on time. Or a mechanic where you have to fight against a meter going down and you have to spam movement keys to fill it before it runs out but the less health you have will make the meter bleed quicker.

Daniele

I think that the RE3 method (remake) should suffice. Maybe in 2 o 3 phases if there’s a failure. Honestly the grabbing part is the most annoying relaying only on too much spamming of those buttons (but hey u can get good screenshots 😀)

Walter Sochack

I'd want to make the Game Over moment into gameplay. Suppose each RE girl is like a "life". Jill gets pulled down by zombies, Claire takes over. Clare gets pulled down by zombies, Ada takes over. But somewhere on the level, Jill has spawned (under a particularly persistent zombie, in a meatwall, in an Umbrellacorp pod of goo, whatever), and so has Claire, and both can be found and "rescued" and you get those lives back. Temporarily sacrificing a character could be a strategy. Too many zombies ahead? Claire, distract them with your Claire-ness. Unkillable boss blocking your way? Sorry Ada, it's your turn as boss toy, we promise we'll come back for you. Need to weigh down that pressure plate to keep the door open? A Jill Sandwich with zombies for bread will be heavy enough. I guess I'm mostly looking forward to more characters.