Rob "Innerloop" Huebner posted a
development
update on the Nihilistic Bulletin Boards giving word on progress on Vampire The Masquerade-Redemption,
their upcoming horror action/RPG. Thanks
Masquerade.org.
The update mentions the updates to the official
Vampire-The Masquerade
site, and here's a good chunk of the update discussing the game's unique
multiplayer experience, non-weapon hand item holding, and more detail on cool
stuff to be watch out for when the game is complete (or in screenshots):
The
biggest area of programming work lately has been multiplayer. Now that our deal
with WON.net has been finalized and announced, we've gone full-bore into
implementing the core features of the multiplayer storyteller mode. Even at a
fairly early stage, its obvious this is going to be a LOT of fun. Being able to
create new items at will and place them in the world as the players are playing,
or to jump into the "skin" (so to speak) of an enemy and taunt the
players in real time is just a great experience. We've got some preliminary
interfaces running for the storyteller now, but already we're learning more
about how a game like this actually functions and what features are important
for storytelling to flow smoothly, so I expect some interface revisions. Its
very exciting to play with this stuff, because you really realize that you are
playing a type of game over the 'net that really has never existed before. The
pain of re-working a few interfaces is worth the pleasure of forging a whole new
genre of game, right? Still a lot of work and debugging to be done here, but now
that we have played out first few experimental rounds of multiplayer VtM,
everyone is pretty excited by just how much fun this is going to be. And at the
moment, we can honestly say that we are the best VtM On-line storytellers in the
entire world.. so there!
On the art side, we added a cool feature that allows players to hold any item in
their non-weapon hand, like a torch or a lantern. With all the possible
weapon/shield/held item combinations we're probably well past 50 unique
animations per character. That's because every different type of weapon has its
own walk, run, stand, and attack animations, and each of those has variations
depending on whether or not you are holding an item or a shield.. Its pretty
insane but the artists keep cranking them out.
Other stuff to watch for (gotta summarize because this post is rambling): cool
new skies, awesome new "Boss" characters with killer animations, tons
of new weapons (esp. in the modern day), our first cinematic cutscene, and tons
of new art and textures all over the place. Keep on eye on the screenshot
releases to spot this stuff..