Here's what's been added to Chexmod since that last post.
Flemoid exploding animations:
Basically flemoids explode when they take enough damage. Since they're slime-based monsters, they can "reform" a few seconds later and continue attacking the player.
Eventually the engine will recognize when a flemoid was killed with an energy weapon, and play the animation where they actually disappear.
This system creates a number of benefits:
1. Gives us an excuse to have projectile weapons and not just zorchers in the game
2. Opens up possibilities for gameplay when you have an enemy type that can only be killed with certain weapons
3. Fits with the story better, in terms of what weapons would actually be on hand
New guns:
Pepperbox:
Antique gun that will originate from the history museum level.
Spamcannon:
Full auto shotgun carried by security guards, found on most maps.
Large Zorcher:
Not finalized yet, but it will probably take out most flemoids in one hit like in Chex Quest.
Also:
The Chex man:
WIP, example model from Mudbox combined with a few primitives. He looks pretty damn creepy.
More updates coming soon!
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