Source: Mod N Mod
Mod N Mod had a recent interview with the HL mod MechMod. The interview can be found here: http://www.modnmod.com/mod.php?id=201&int=14 Airbagged from MnM interviewed the team leader grOOvy and the lead coder Pcjoe. A lot of info and 4 exclusive screenshots.Q: Can you guys explain how this saber melee system will work? Pcjoe: Mechmods melee system will take some elements from the popular "Jedi Knight II: Jedi Outcast" game. We will have things such as multi-directional attacking, parrying, and different types of struggles. Currently our sabers even have a nice JK2 feel to them, complete with sparks at the point of impact and trails. Due to the fact that HL doesnt support exact collision with the models, they'll only spark on the point of impact if it's with the environment. Some of the melee will vary as well. For example, Deathscythe's melee will act a little different then VF1J's. Q: To many, Jedi Knight II's combat system got repetitive after time... Is there anything you feel about this? Will you guys do anything to capture more interest? grOOvy Well our melee system will be different from JK-II's combat system, since we have 'different' mechs with different weapons, and different weapons means different abilities. And we plan to add quite a few nifty features to the melee, making it as much fun as possible. Pcjoe: And I dont know about everyone else, but I loved the JK2 melee system. I think it took a lot of skill and I literally never got bored of it. I actually think it's the best melee system that worked great online. Just because I loved the JK2 melee system wont mean we will just copy it, idea for idea. Like grOOvy said, we're adding quite a few unique elements.