I finally got a chance to give all of my Madness Combat characters a fresh coat of paint!~
All four of these characters have a major overarching story together, but the main trio (Maybell, Sydney and Maxwell) have the biggest connection together.
While Ian managed to make it away from Maxwell, he is eventually tasked by a clone of Sydney (Clone #13) to save Maybell from her prison, which is the entirety of Las Vegas.
The corruption is deeply rooted, and Maxwell is unwilling to let her or any of the clones go without a fight.
You can read up on their personal lore on their respective Toyhouse pages!~
You can also keep reading further for some older pictures of their reference and doodles of them that are old, but still give an insight on who they are.
❤️There are similar characters with characters from the original, but with their own characteristics and a different appearance.
❤️I think you might find my character variations interesting and I would really like people to like my parody and be motivated to share my ideas in the future.
Started focusing on the design for my project’s main character. Have ideas, but still not sure how to properly implement them though... However, Bloodborne’s art direction is giving me some ideas on how to improve.
One of the two still as-of-yet unnamed characters... :P
Alongside swords, hers is currently the one on the right.
Only a couple this time ‘round. Most of the ones I’ve done lately are either MIA or were kinda pointless.
A very small image of my OC Akari (mostly clothing reference). Not even the size of a AA battery. XD
Still trying to figure out a hair style for one of the more important as-of-yet unnamed OC characters. I think this one turned out better that some others (similar but tweaked.) Not sure why, but I kind of like the blue hair (didn’t have a red pen when I did this... She’s always been intended as a red-head)
One final piece. Not really a receipt scrap, but Akari with her hair down in a school uniform (from a “new project” that is more or less just me messing around with different story ideas and concepts. Whether or not this goes anywhere remains to be seen. XD)
Why haven't we been answering questions lately? Well, I'll answer this one by saying HERE'S WHY.
The Swain talks a bit about Madness: Project Nexus 2 and puts your sweet, sweet fears at ease.
Oh, and we've launched the site: www.projectnexus2.com YEA I KNOW WE'RE REALLY ORIGINAL GOSH
Heya Nexus folks! This is Swain, getting back to you guys after a brief hiatus. Just got over some pretty harrowing computer trouble, but everything is back to normal and work can continue once again. CLOSE CALL.
I'm putting together a breakdown video that explains some of the game and its concepts to you guys, hopefully to be completed today or tomorrow. In the meantime, let's field some questions.
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infinitemechanism:
One thing I noticed in the Alpha trailer was a big focus on dual wielded guns. Will there be skills or some such for players who perfer to go with one gun or one sword or whatever? I'm really excited for the game, regardless! It looks really fun and fluid.
There are definitely skills based entirely on one or two handed weapon usage. A gunslinger skill tree is going to land you better use of two small firearms, while a berserker/ninja tree will enable better dual wielding of melee weapons (or much larger two-handed weapons). Mixing and matching is totally up to the player, and how willing they are to advance by combining skill trees.
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nighthasrisen:
because you can use two weapons at once will you be able to use two firearms and be able to shoot enemies in two directions?
That's difficult to do considering you've only got the one mouse to control both weapons. However, we're exploring ways of making it happen. We have two potential methods we're discussing:
Special Moves - We might want to give Hank, as well as some Arena characters, the ability to automatically spray enemies in the room with gunfire. This would be tantamount to aiming at multiple enemies with your two firearms, often at different opponents at the same time. You would effectively press a single button and watch as the mayhem unfolds.
Lock Target - We might also consider allowing the player to lock their auto-aim for each hand on different enemies, or even queue up targets so that when one falls, your auto-aim snaps to the next opponent. This could look very silly in practice, but in theory we think this could be a really cool feature.
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jakeparade:
Got another question for you guys. Will we be able to expect some good laughs from this? Are we going to see the legendary return of the hot dog vendor?
He might pop in briefly. If you check out some of our screenshots or the alpha teaser video, you might see some of his famous dogs lying around some of the stages.
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caldog6:
Will NPCs interact with each-other? Like if a grunt is spraying at the player with a rifle and hits a A.T.P unit, the A.T.P unit will just destroy the grunt before turning on the player. Also will there be some passive interaction like the enemies talking or trading guns or selling each-other stuff or something like that? Anyways, getting hyped up for this!
We haven't implemented it yet, but so far body shields are the only time we've thought about having baddies accidentally fire on each other. You know, besides when an angry Mag Agent goes berserk and flattens his own allies trying to get to you.
Passively, it wouldn't be Madness without a couple of Agents sharing a pack of smokes in front of an agency headquarters.
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siredeath31:
Will we need to download anything for the game or will it work in the browser? (p.s. You guys are the best!)
This is a full game, installed and all. There's no way this giant game will run from any browser. Theoretically it would be available from Steam when it's done.
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I'll tackle more questions very soon. Keep 'em coming, and I'll try to do the same!
Madness: Project Nexus 2. High res screenshots for those of you who want to know what we've been up to.
This game is well on its way. Demo video coming by this weekend!
We've really come a long way since we started this little game, haven't we? We threw in some old pictures of the original engine tests for nostalgia's sake :*) See you guys in a few days with the demo.
-Krinkels & Swain