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Messages - Rok
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221
« on: March 28, 2017, 11:28:51 AM »
At least they'd get some proper feedback from people who understand the Turok series...
Yeah I remember hearing about some of the Iguana team being very happy to see and find this place.
222
« on: March 26, 2017, 12:16:37 PM »
Isn't the editor and engine the same as Doom 3? Prey was cool it has signs of that portal game too before portal came out Prey had the trippy portals.
223
« on: March 23, 2017, 12:33:14 PM »
There are no invisible skins. However if an green endtrail is hiding in the green jungle he becomes a little harder to see but barely not really for me. I mean they're still very visible and yeah a name tag right on top of the player. That's not really something to fix unless you want the original mp characters colors to change or get rid of dynamic color lighting. Which would be a bad idea :s But I do hope they implement the option to choose a team color like the old version had.
224
« on: March 23, 2017, 01:28:04 AM »
And here's a better one.

Very awesome pic should be shared on the facebook.
225
« on: March 21, 2017, 01:10:06 PM »
So what changes could we spot that affect gameplay so far?
+So far the hit detection is more precise, but damage reduction on arms and legs seems the same as the original.
+Explosive weapons always deal a set amount of damage thats not affected by which bodypart you hit except to trigger specific death animations. Honestly this is a great change which makes the scorpion launcher and the grenade launcher not just USABLE but the power weapons they are meant to be. The plasma rifle shot also counts as explosive, but not its sniper shot.
+The shredder had some changes. Since hit detection got fine tuned, the regular shells wont kill enemies so easily all the time unless you go for headshots. (im talking weird shit like 1 shotting the purlinn gunners, even when shotting their backpacks). The shrapnel works as intended and its actually for enclosed spaces, tough I dont know if they increased the shrapnels hitbox or they gave them some bullet magnetism, either way its great.
+Normal difficulty is about the same as in the N64, and hard&hardcore seem to have damage values similar to the PC version's normal/hard difficulties.
+Cerebral bore and scorpion launcher's projectiles have better movement pathing and speed so now they wont go in crazy zigzag patterns while tracking their targets
-The shredder's explosive shells are a bit too overpowered when bouncing on terrain.
Also, great analysis man.
226
« on: March 21, 2017, 12:26:53 PM »
Man wow! I'm loving the weapons on the hud. And did anyone notice the warblades texture is made better??
227
« on: March 20, 2017, 09:35:54 AM »
Nice I can't wait to go zip lining too. Lol 64 snowboarding Turok? Turok 1080 snowboard kids 2 64 xD
228
« on: March 20, 2017, 09:30:40 AM »
Got a lot done today did a lot of digging in files. Random pic lol warning there will be lots of these.

Red everywhere I see red.
229
« on: March 20, 2017, 09:28:46 AM »
Yeah hope its not to late. I want to ask Kaiser where Turok 2 would go on his list of difficulty developing? He has made a few games I want to say Turok 2 had to be really tough even with the Turok 1 engine already made. So. Where would Turok 2 fall in the list of games you worked on measured by difficulty? Maybe you can come up with a better way of asking it.
230
« on: March 18, 2017, 02:04:28 PM »
The plasma rifle is actually 2 hits now to a healthy player. I have gog but I ran a split screen test with myself. The plasma rifle does 75 damage.
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