Per-Scan wrote:After seeing the quality of the Sonder trailer and Playing the first Batman mod I can't tell you how excited I am to get my grubby little paws on this baby.
Oh thanks
Having a capable coder who can code in virtually anything - really boosted our creativity and imagination and freed us from pre-limiting ourselves in what we can dream of, especially now, with no deadline set. This is so fun just think of all you really want for the mod, and knowing there is someone who'll be able to code all that in, just tell him what you want. Never had such a situation before.
LinuxWolf does an amazing job so far, and due to him - we are limited only by our imagination (and we have alot of it
), and it's "modder's Heaven on Earth".
Still, the most critical part will fall on RonWolf's shoulders....as nomatter how cool you make the features and art (all those are mere toys to give mapper's more creative freedom of mapping ideas and possibilities) - you need a GREAT mapping to back it up - to make a great mod. I fully trust RonWolf to keep his current mapping quality, seen in BvsB.
We also are much more "professional" and experienced now in large projects - than we were making Sonder - and so there is really a cool way we plan and outline a project, and then detailing it (and monitoring the process), in a democratic discussion and very creative "team brainstorming" where we keep and keep bouncing ideas one off the other with improvements and fine-tuning (on the private dev. forum). The whole process is everything one can love about modding. It's all "oh, great idea - maybe we can even make it this and this....oh man, great!! Maybe it can also....."...and we are just radiating joy.
The whole "energy" of the team is the best ever, especially after BvsB success. We just are having so much fun with this one.
Each mod of the trilogy, just like Nolan movies, will have a main "Batman-related theme" to it - gameplay-wise, showcasing different side/aspect of Batman character. Art themes will support it as well.
First mod was about direct fighting.
We keep improving every aspect of the first mod. Some ideas that were scrapped from the first part due to time contraints - will go into this one, along with many new ideas (that still keep coming).
We have all Bosses, items and enemies made (and themes are defined) and split in-between the 2 next parts, so it gives us a clear vision and ability to plan the 3rd part in parallel to the 2nd one.
So I can say - each part will take previous one to the next level of detail, interactivity, replay value, features and themes...we don't plan to waste all our great ideas just on the current part.
Just like in BvsB - we don't plan to release any in-work screenshots until quite close to the release date. Sorry
BvsB final screen was made from within the "sequel" (in it's state at that point of time), so you can see a (tiny!) "teaser" in it for this part.
And this is not even the biggest "Team RayCast"'s in-work project, heh.