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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • Resident Evil: Behind the Mask [+Hazardous Battle]



    What is it?
    This project is a fan reimagination of Biohazard Gun Survivor. The title comes from the prototype Gun Survivor, which was named "Behind the Mask" at some point during development.

    What is different from the original?
    Almost everything, but it keeps strong connections to Gun Survivor. 3D environments are replaced with pre-rendered backgrounds and the game should play similarly to Resident Evil 1-2-3. We are retooling some of the locations so that they make more sense (a few were simply awkward, like the church main entrance placed in a random alley instead of a main street). Expect to see some changes like in the Resident Evil remake for the Gamecube since we're even lifting background style right from there and REØ.
    TL;DR: take all the good things from Gun Survivor, drop the crap, give it a more survival flavor.

    Why isn't Behind the Mask placed in the modding section?
    Because it's not a mod. The engine is being created completely from scratch, possibly on multiple platforms. At the moment this is a PlayStation exclusive, but there may be PC and PSP versions coming when I start coding in an abstraction layer and hardware helpers (OpenGL should do it for rendering and simultaniously take care of both platforms).

    Why recode the engine from scratch when you can mod Resident Evil 1-2-3 Sourcenext Pregunta Turbo Edition?
    Because it'd be awkward, limiting, and simply doesn't cut it for us. Create an engine and you're the master of your own code, just to state out the best pro I can think of right now. Plus it can all be expanded easily to include features from later engines, which the original almost lacked along with any form of QA check.

    How long has this been coded for?
    I started creating the project folders on march 29, so it's 4 weeks. The code is still missing some major components such as a full AI for enemies, but it's taking shape decently and quite steadily (i.e. Zonbi-chan is capable of many actions, including chasing the player non stop). Most rendering tasks are implemented and the engine can move around 3500 polygons with no sweat. Currently we can have about 8 active zombies + Ark in a camera before it starts lagging a bit (the max amount of zombies is really 8, but the number can increase if you add respawn to the equation).

    Who's currently on the team?
    Me, as coder of the original engine fueling this (Squeeze Bomb) and occasionally as modeler for low-poly assets, SonicBlue who takes care of all the background renders and menu layouts, and a friend of mine who's modeling other low-poly assets for real time rendering.

    Screenshots
    A before-after comparison of the alley near the helicopter crash site, with Ark, Vincent, and Zonbi-chan:

    More coming soon, still working on background renders and the status screen.

    Want to join the project?
    We're currently looking for:
    • 3D-lowpoly and texture artists for in-game graphics. We could use Resident Evil 2 models all the way, like Gun Survivor did, but implementing brand new assets along the way may be better in the end and more interesting to experience, not to mention the finished production would have a less strong "déja-vù effect".
    • People good at drawing, either on paper or straight away digitally. Being able to colorize your work is a big plus. We need someone who can redo the main artworks for the whole cast or to create different types of zombies.
    • Music composers experienced with sequenced spreadsheets and samples (i.e. Kontakt), and who don't use that train wreck called FL Studio. Again, we could use the original soundtrack pretty much entirely, but it's not exactly what you'd want in a survival horror.
    • English translators and editors. Redoing the original translation is a must-have, the number of errors and inconsistency is a bit too much for today's standard.
    • English voice actors with good recording gear. Pretty much nobody seems to like the original voice acting, which usually ranks even lower than Resident Evil 1's. If you have a sample to show us, make sure to send it either here or in private form. Please do not propose "random person X has this fab channel, you should contact them" unless you're that person, and please, please, please: NO IMPRESSIONISTS.
    Last edited by Gemini; 11-27-2014, 08:08 PM.

    Resident Evil: Behind the Mask twitter
    , also in Facebookian flavor for great justice.

  • #2
    Illustration/Design work

    I'm pretty keen to be involved on the illustration side of things. I'm also a graphic designer so can help out there too should you need it. You can check out some of my artwork on the below link. Hopefully it fits what you're looking for, but if not then all the best with the project!

    Follow @stewartcook and get more of the good stuff by joining Tumblr today. Dive in!


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    • #3


      yeah?! this is going to be interesting

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      • #4
        I could tell you were up to something, you've been inactive a lot lately! This project sounds promising, it's always good to see people making their own games. That of course means a whole new survival horror engine but it's a change from people reusing the same old engines over and over. It means there's no limits to what you can do and you can make what you want of it with as little obstacles as possible. I'll look forward to seeing more. The background art almost looks genuine! SonicBlue has shown some examples of his art before although I don't know if I've ever seen him show one of his final renders, surely they can only get better from here. I've never actually played the Gun Survivor series so now I think I have a reason to.
        Last edited by Guest; 04-19-2014, 10:32 PM.

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        • #5
          Any chance you guys need artists for in game art such as posters, banners, and other stuff? I'm good at doing graphic art, like my box arts, flyer/sign designs. I could even wip together some nods to RE2 with some flyers or posters that are viewable in game.

          I am excited for this. Not only are we getting 1.5, but are getting this as well. My main question is what are the system requirements, or estimates of them. I have a moderately beefy PC so this should be child's play. However this looks like it's on PSX hardware? If it is then man, you are awesome.

          Gemini, I hope you don't mind me resizing the images so they are easier to view.

          Click image for larger version

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          Last edited by Zombie_X; 04-20-2014, 12:21 AM.
          My Head-Fi Page

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          • #6
            Originally posted by DWZ1976 View Post
            I'm pretty keen to be involved on the illustration side of things. I'm also a graphic designer so can help out there too should you need it. You can check out some of my artwork on the below link. Hopefully it fits what you're looking for, but if not then all the best with the project!
            Not bad at all! I like especially the zombie design. Like I said in the intro post, I wouldn't mind at all having new ones for Behind the Mask since TOSE (the original Gun Survivor developers) didn't bother much with that other than for an unused zombie which looks like poo.

            Originally posted by Zombie_X View Post
            Any chance you guys need artists for in game art such as posters, banners, and other stuff? I'm good at doing graphic art, like my box arts, flyer/sign designs. I could even wip together some nods to RE2 with some flyers or posters that are viewable in game.
            For now the only flayers planned to be added are those from the movie theater area, which are based on real movies IIRC. I was going to ask a friend of mine who's familiar with most obscure references of this kind, but having some extra help in identifying them wouldn't be bad at all!

            My main question is what are the system requirements, or estimates of them. I have a moderately beefy PC so this should be child's play. However this looks like it's on PSX hardware? If it is then man, you are awesome.
            I haven't done any benchmarks on platforms different than the PlayStation, even if I've been able to successfully compile part of the engine for Windows. Currently the engine is extremely optimized for working with Sony hardware, but the backgrounds are made so that they can be used on way higher resolutions than 320x240 thanks to the heavy usage of displacement mapping (sample at higher res, thought I should have somewhere the same 1080p BG and the PSP counterpart at 480x272). If the project were to be ported to the PC it would include all sorts of visual updates, like reworked real time assets (128x256 8 bit materials aren't exactly good for HD), a phong shader for lights, and other optimizations you see on better platforms.
            Last edited by Gemini; 04-20-2014, 02:14 AM.

            Resident Evil: Behind the Mask twitter
            , also in Facebookian flavor for great justice.

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            • #7
              Originally posted by Gemini View Post
              Not bad at all! I like especially the zombie design. Like I said in the intro post, I wouldn't mind at all having new ones for Behind the Mask since TOSE (the original Gun Survivor developers) didn't bother much with that other than for an unused zombie which looks like poo.


              For now the only flayers planned to be added are those from the movie theater area, which are based on real movies IIRC. I was going to ask a friend of mine who's familiar with most obscure references of this kind, but having some extra help in identifying them wouldn't be bad at all!


              I haven't done any benchmarks on platforms different than the PlayStation, even if I've been able to successfully compile part of the engine for Windows. Currently the engine is extremely optimized for working with Sony hardware, but the backgrounds are made so that they can be used on way higher resolutions than 320x240 thanks to the heavy usage of displacement mapping (sample at higher res, thought I should have somewhere the same 1080p BG and the PSP counterpart at 480x272). If the project were to be ported to the PC it would include all sorts of visual updates, like reworked real time assets (128x256 8 bit materials aren't exactly good for HD), a phong shader for lights, and other optimizations you see on better platforms.
              Ok cool. Anything specific you're looking for? Like to tie into the environments? It's been a LONG time since I played Gun Survivor... XD

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              • #8
                Originally posted by DWZ1976 View Post
                Ok cool. Anything specific you're looking for? Like to tie into the environments? It's been a LONG time since I played Gun Survivor... XD
                For the moment there's an extra set that would be used in the restaurant area: cooks, waiters, and the usual people you could see in a kitchen.

                Resident Evil: Behind the Mask twitter
                , also in Facebookian flavor for great justice.

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                • #9
                  I've already translated the files so you should probably use those.

                  I'd probably also recommend trying to "blend" all of the scenario paths together into something more cohesive, even if it means adding new areas. I think GS was rushed rather than deliberately intended to have such varying paths. I'd also suggest creating brand new files that contain information from the official guidebook relating to the characters, creatures and setting. There are some things that are just completely in the dark (Hypnos-T Type) or misleading (the nature of Beta Hetero Nonserotonin) due to a lack of proper information in the game.
                  PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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                  • #10
                    I hope this great project will see the light at the end of the tunnel, good luck Gemini !

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                    • #11
                      I can't wait for a sample video or making of video. If anything I'd want to jump aboard in the music/sound department and see if can do some rearrangements. I'll see about making a demo for your approval.

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                      • #12
                        Wow Gemini, so it is for PS1.. Most impressive.

                        Seeing that higher res background makes me jolly. It's so high quality and one of the most detailed fan rooms I have ever seen, even better than Team 96 and Team IGAS. It really reminds me of RE3 more than Remake, but you are shooting for Remake quality.

                        Any chance you can give more details about the engine though? Does it support XA/STR streaming? Will there be advanced features like quick knife, quick reload, vibration? Sorry man but I am excited.

                        Now one last thing, nd I think it'd be a good easter egg, is if you add Rombie/Rammy's BIO4 boxart somewhere. They mocked it up a long ways back, and I have fully recreated it 100% accurately. If you need it or any of my other art in high res I can provide them.

                        If you need a beta tester I can help!
                        Last edited by Zombie_X; 04-20-2014, 01:00 PM.
                        My Head-Fi Page

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                        • #13
                          I'm really looking forward to this as Ark Thompson is my favorite protagonist in the series and I thought Gun Survivor was a great game in its own right; all of my complaints stem from it being first-person perspective with no light gun support, which this will obviously address.
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                          "Must the State continue to exist once the question of labor and capital shall be practically solved? We reply in the negative. We are anarchists."

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                          • #14
                            this is cool! is nice to experience new game on playstation hardware.
                            congratulate on public announcement

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                            • #15
                              Wow, this is awesome!! And also for PS1, which I love. I have two questions:

                              1) Will you do covers so we can make our own cases?
                              2) How is the aiming going to work, like it did in Dead Aim?

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