Post by deimosanguis on Dec 3, 2020 1:42:16 GMT 10
Let me reel this back to square zero, and throw my hat into the ring...
I'm all for doing this (hooray, so are a lot of people)
I think the big obstacle that kills this in its infancy is:
WHAT REALLY NEEDS TO BE DONE?
If we can break this down into compartmentalized (or sequential) steps, this paints a much clearer picture for how to bring R3make to its original and full potential.
Sooooo..... how 'bout I speculate, and somebody confirms/denies/revises based on that?
We have the following big issues:
1) We get dragged around like a kid in a department store for all of the Raccoon City sections
2) When we're not on a leash, we're trapped in with fences
So, I imagine (in an abstract sense) that these are the things we need to address:
-Edit the map
--Get rid of barricades, debris, and other blockages
--Make sure the character can actually traverse across the areas where those blockages used to be
--Make sure Nemesis can do the same
--We can weave in parts of files from RE2 to reconstitute a lot of the zones and pathways
-Cut out/reposition/reorder some cutscenes and objectives
--This would be the more sketchy part, digging into the "code"
--Block off, isolate, remove, or somehow nullify certain triggers for cutscenes or objectives
--Insert new objectives to re-orient the story
--Use "documents" as narrative elements in the re-ordered story to guide it instead of cutscenes (since voicework and mocap are a bit too involved at this stage)
-MOAR NEMMY
--Once the map and objectives are figured out, place Nemesis in various forms in certain environments
--Once an objective is active (or an "item" exists that we have to somehow reach/retrieve), we put in a trigger to make our hulking bastard available in the environment
--Once that objective is achieved or that item is picked up, Trenchcoats-N-Tentacles disappears from the environment
--We make more use of the bipedal varieties of Nemesis: Slugger-McBagface, Fugly Stalker, Pyromaniac, and Rocketman, changing it up per environment/spawn
I don't yet have knowledge of the best programs/utilities to modify codes/events or maps for Resi2/3 Remake, but if you can start with just pointing me in the right direction with those, I can at least try to kickstart this project, however ambitious it might be.
How's that sound?
I'm all for doing this (hooray, so are a lot of people)
I think the big obstacle that kills this in its infancy is:
WHAT REALLY NEEDS TO BE DONE?
If we can break this down into compartmentalized (or sequential) steps, this paints a much clearer picture for how to bring R3make to its original and full potential.
Sooooo..... how 'bout I speculate, and somebody confirms/denies/revises based on that?
We have the following big issues:
1) We get dragged around like a kid in a department store for all of the Raccoon City sections
2) When we're not on a leash, we're trapped in with fences
So, I imagine (in an abstract sense) that these are the things we need to address:
-Edit the map
--Get rid of barricades, debris, and other blockages
--Make sure the character can actually traverse across the areas where those blockages used to be
--Make sure Nemesis can do the same
--We can weave in parts of files from RE2 to reconstitute a lot of the zones and pathways
-Cut out/reposition/reorder some cutscenes and objectives
--This would be the more sketchy part, digging into the "code"
--Block off, isolate, remove, or somehow nullify certain triggers for cutscenes or objectives
--Insert new objectives to re-orient the story
--Use "documents" as narrative elements in the re-ordered story to guide it instead of cutscenes (since voicework and mocap are a bit too involved at this stage)
-MOAR NEMMY
--Once the map and objectives are figured out, place Nemesis in various forms in certain environments
--Once an objective is active (or an "item" exists that we have to somehow reach/retrieve), we put in a trigger to make our hulking bastard available in the environment
--Once that objective is achieved or that item is picked up, Trenchcoats-N-Tentacles disappears from the environment
--We make more use of the bipedal varieties of Nemesis: Slugger-McBagface, Fugly Stalker, Pyromaniac, and Rocketman, changing it up per environment/spawn
I don't yet have knowledge of the best programs/utilities to modify codes/events or maps for Resi2/3 Remake, but if you can start with just pointing me in the right direction with those, I can at least try to kickstart this project, however ambitious it might be.
How's that sound?