It's been three years since this 8-year project finally launched, and we're still adding content. ...but It was around this time last year when Krinkels and I decided that a true Madness game doesn't deserve the name if fans can't make their own content. The spirit of Madness has always been its creative community, and while Krinkels builds the foundation, it's the contributions of all of you that gives it so much depth. That's why we began the long journey of putting Workshop support into M:PN, and early this year we released a ton of tools for modders to start customizing the game. But! It's our launch anniversary today, so I'm showing off what's next.
The Scene Editor
This is the big one! Our roadmap ends with fully developed custom stages, but it starts by giving modders the opportunity to practice world building. We're only a team of two and that means breaking this gargantuan task up into manageable chunks.
That first chunk is custom Playground rooms. The focus here will be on level geometry, doors, and cover, along with character and item spawning. In the first image above, you see the beginnings of the Proxy/Marker system, which dictates the placement of all non-geometry game assets, from waypoints to start positions. That big green cube, for example, is how you tell the game where to place the Playground's control room. While this system is being used and tested live, I'll be getting things ready for further updates, such as custom doors + cover, interactive objects and access to the event system (a trigger/action manager that makes complex levels possible), dialog cutscenes, and full missions consisting of multiple stages.
On Monday, we'll be releasing the sample room shown above to showcase how easy it is. Then, later this week, after I've had a chance to coach a few lead modders on how to use it, we'll make the Scene Editor tools available. Thanks again to the modders, the players, and the fans, both old and new, who make game development such a rewarding experience for us. I'm really excited to see what you folks make next. You're why we haven't stopped doing this.
MADNESS: Project Nexus
GIBBING TREE, LLC
GIBBING TREE, LLC
2021-09-29
Indie Singleplayer Coop
Game News Posts 147
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive
(13565 reviews)
http://www.madnessprojectnexus.com
https://store.steampowered.com/app/488860 
Madness: Project Nexus Depot Linux [3.23 G]
MADNESS: Project Nexus challenges your use of immersive & tactical combat, on-your-feet decision making, environmental navigation, a massive selection of weapons, and a pretty heavy dose of comic blood and violence. You'll progress through the game by navigating between rooms and overworld stages, engaging baddies along the way (who become wiser and more tactical as you advance). Not everyone is cut out to survive; we think you may be the exception.
Can you overcome the hordes of gun-toting Agents, sword-brandishing assassins, and bullet-deflecting giants that Project Nexus throws in your path? Grab your trusty weapon and let's find out.
MADNESS: Project Nexus features:
- Story Campaign: Take the reigns of the heroes of the Madness universe, and infiltrate heavily guarded installations, survive cultist-ridden tunnel networks, fight back against dynamite-wielding cannibal bandits, and dodge the grasp of armor-plated Mag Agents over three times your size.
- Arena Mode: Create your character from scratch, advance through specialized skill tiers, and build a unique Madness warrior who is equipped to take on wave after wave of never-ending badguys in several combat environments. Build your own custom weapons and outfit them with the latest technology to give yourself the edge you're going to need to pull through.
- OS: Ubuntu 12.04 or later
- Processor: 2.4 GHz Intel Core2 Duo or betterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 512 MB
- Storage: 1 GB available space
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