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The-Swain
Did some Blockhead. Made a lil' Mastermind. Co-created Madness: Project Nexus. I love you so much!

Michael Swain @The-Swain

Age 42, Male

who said that

UCF

Philadelphia, PA

Joined on 9/16/05

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Does it use ragdolls?

On death, it does. Those two grunts you see falling over just got hit by ricocheting bullets and are in the process of flopping over in ragdoll.

Wow I am so exited for this game and I hope this game will have multiplayer and allows you to carry a second gun on your other hand and I hope the music is more awsome then the music from the origanel game

Dual wielding was the very first combat feature I added to the game. Check out Krinkels' user page to see a shot of Hank letting the steam out from his guns.

Swain is this going to have arena as well with PN1? i Loved that one

Of course. Arena will be more progressive this time, with more rooms and additional strategy elements. I want it to feel like you're moving forward, and when you die and restart, it's a climb back up the mountain.

decided to ditch the 3D thing huh? thats cool, this looks pretty awesome too

Which 3d thing? This game is all made in Unity 3d. We're using a celshaded style to help it keep that 2d feel (think Borderlands)

I don't really like the pseudo-3D models, but hopefully the game plays great.

They are totally 3D, my friend. What you're seeing is celshading, which outlines the characters like a cartoon.

When the vid is out, you'll have a better idea of what to expect.

It looks like we've gone back to Madness Interactive style one handed weaponry.

It looks like something's terribly wrong with the art style.

Maybe a shading from green (full) to a flashing red (almost empty) with maybe a low danger sound, I'm saying low because, as example, at any pokemon game, when a pokemon is with low HP, there's a danger sound, but by being too loud and repetitive, after some time gets very annoyning.
And, I want to make some questions if you don't mind:
1. The game lagged sometime?
2. Will you and Krinkels try to make some type of fading effect after the enemy dies? Or maybe with the shells, because in the M:PN I, my PC had serious lags because shells and bodies excess in the arena mode, I hope don't experience any lag :x

I promise that shells and bodies weren't what was lagging your game in Nexus 1. Every time a character dies or a casing drops to the floor and stops moving, they get drawn to an image in the background. Technically they go away but you can still see them. Same with bullet holes.

The actual reasons for the lag won't be an issue anymore though :) This game will run a lot faster, and we'll give players the option of disabling debris (casings, etc) if they're having trouble running the game.

This looks like it going to crash my computer .
I WILL RISK IT JUST TO PLAY !

needs a bit more shading and also more detail on the blood

I'm am friggin HYPED!!!
Will this be on Steam?

That's what we're shooting for. This won't be a little mini Flash game this time. It's gonna be a real, proper game :)

Love to see some light flashing effects on the muzzle flash as an optional graphics setting. Make the game a bit more intense.
Speaking of lighting; where da shadows?

We have muzzle flare effects in :) It reflects off you and enemies around you. I think you can see some of the edge lighting in the pictures above.

As for shadows, we only recently invested in Unity Pro. Shadows will be in the game.

Steam? Maybe confirmed?
AW SHIT YES SWAIN YOU THE MAN.

ARENA CONFIRMED.

I swear it on my life.

Between you and me, we are making a working Arena Mode first to test out tactics, behavior, and fun before applying what we learn to Story Mode. In a sense, the Arena is the true game. Everything we build depends on it.

Lookin Swank, cant wait for the video

I'll ring you up when we're getting close to releasing. God knows I could use a trained set of eyes on our vid when we're finally putting footage together.

HOLY................... FUCK!

I WANT TO LEARN HOW TO MAKE A HL2 SMOD!

TO MAKE THIS!

Oh and swain how many levels would be in like the story mode?

OH MY GOD!!!! I THINK THIS IS TOO BADASS!!!!!!! XD I'M SO EXCITED FOR #2!!!!!!!!

honestly, with as psyched as I am for this game to become reality, PN1 was already an amazing game, even if only a Flash game, and is going to be quite difficult to top. switching off of Flash and onto an actual game style and engine has to prove difficult, but if PN2 is half as good as PN1, I'll be waiting on Steam for the release date, cash in my hand. one idea I can offer, why not add all of PN1 and 1.5 into the game? I didn't finish 1.5(yes, shame on me) because I had some lag issues and the red zombies always ended up killing me before I could do anything, so adding 1 and 1.5 into the game, with the new graphical polish, could not only give us more "bang for our buck"(pun intended) but also help those who never finished the first game. whatever you decide, I know I'm still going to buy this game, hands down. the cel-shading I think is a perfect idea, it helps keep the game looking more like it's original source, just enhanced and more sleek looking as a result. keep us all posted so we know when we need to give you our monies!!

If you're not already watching our Tumblr account, find us at teammadness.tumblr.com. We post more frequent updates out that way.

We had a lot of fun making M:PN1, and everything we're doing in this game has been based on it. Nothing goes in that breaks what M:PN1 established. All that matters here is that we get a solid Madness experience out, and I'm optimistic we can pull it off :D

Thanks for the support, dude.

You know what would be REALLY cool?

Weapon attachments. In PN1 some guns had things like suppresors and scopes,but i don't think it had any effect. Is it possible to buy attachments to make weapons slightly better?

They did have an effect - red dots increased the range of your weapon, and scopes kept your accuracy down. Silenced weapons also didn't wake up dudes in a room if they haven't seen you yet ;) Which is pretty good for zombie arena, since non-runners go based on sound, not sight.

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