Hi everyone!
Some of you may have already seen my previous posts about Dino Crisis multiplayer or Diamond Rush.
I've received quite a few questions about how everything works, what I've managed to achieve, and what I'm planning to do next. So I thought I'd put everything together in one post and explain the project in more detail.
First of all, MEMORA is my own independent passion project. I'm not representing Capcom, Gameloft, or any other game company. I'm not trying to sell these games or turn this into a commercial product.
I simply love older games, especially the ones many of us grew up playing, and I've always been curious about what could be done with them today.
Instead of just replaying them, I started experimenting with ways to expand the original experience. That's how MEMORA came to be.
My main focus is multiplayer, but I'm also working on camera customization, graphical improvements, better controls, and other features.
And importantly, I don't want to replace what made these games special in the first place.
I want to give players more ways to enjoy them.
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Dino Crisis 1 — Multiplayer
This is one of the main things I've been working on.
My goal is to make it possible for two people to experience the original Dino Crisis together, without completely changing how the game works.
Both players exist in the same world and can explore locations, encounter dinosaurs, fight enemies, and progress through the game together.
Each player has their own controls and camera. This isn't supposed to be a mode where one person controls everything while the other simply follows along.
The idea is to make both players feel like they're actually participating in the adventure.
Inventory and supplies
One of the questions I received concerned how items and ammunition would work with two players.
For Dino Crisis 1, I've been working with a shared inventory system. Since the original game was designed around a single player, I also increased the available ammunition and medical supplies, roughly doubling them to better accommodate two people.
Obviously, balancing a survival horror game around two players is not as simple as doubling everything. That's something I'll continue adjusting.
The intention is to preserve the survival aspect without making resources unnecessarily frustrating.
I also want to keep the original in-game menus and inventory experience rather than replacing them with completely different interfaces.
Camera system
Another major part of my work has been the camera.
I know that many Dino Crisis fans love the original fixed camera angles, and I completely understand why.
They are part of the game's atmosphere.
I'm not trying to remove them.
My approach is to make the camera customizable.
Players should be able to choose between the original camera system and a third-person perspective.
I've also been working on a separate aiming camera that moves closer to the character's shoulder when aiming, similar to what you'd expect from a modern third-person game.
That behavior can be adjusted or disabled.
So if you prefer playing with the classic fixed camera angles, that's the experience I want to preserve. If you'd rather explore the environments from a different perspective, that should be an option too.
I personally don't think these two approaches need to compete.
Graphics and optimization
I've also been experimenting with graphical improvements, lighting, rendering, and other visual changes.
The purpose isn't to completely remake Dino Crisis or replace its original visual identity.
I actually like its old-school look.
I want to improve the presentation where possible while keeping the game recognizable.
Performance has been fairly promising in some tests, although optimization is still ongoing.
There have also been problems with disappearing or flickering textures, character movement, camera behavior, and certain scenes not displaying correctly.
I'm aware of these problems, and fixing them is a priority.
Some experiments caused more trouble than expected, so I've had to revert certain changes and work from more reliable versions.
I'd rather take the time to correct these issues than pretend everything already works perfectly.
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Dino Crisis 2 — Multiplayer
I've also started bringing multiplayer to Dino Crisis 2!
This is something several people specifically asked me about after seeing my work on the first game.
And yes, David is the second playable character I'm working with alongside Dylan.
I know some fans have wanted to play as David for years, so I thought he would be an interesting choice.
Regina is also something I want to explore adding later.
Dino Crisis 2 has a different structure from the first game, so I can't simply copy everything I've done for Dino Crisis 1 and expect it to work.
There are differences in combat, weapons, character behavior, inventory systems, cutscenes, and progression.
For example, my goal is for each player to have their own weapons, ammunition, inventory interactions, camera, and controls.
If one player switches weapons, that shouldn't accidentally change the other player's weapon or animations.
Both players should be able to fight independently.
Another challenge is the original game's cutscenes and scripted events.
I've been working on ways to synchronize important events between both players so the story doesn't break when they are in different positions.
The inventory also needs special handling. I don't want one player opening a menu to unnecessarily interrupt the other player's gameplay.
Ideally, the player using their inventory would be temporarily protected from damage, while the other could continue playing. The game would only pause completely if both players opened their inventories.
These are all parts of the multiplayer implementation that still need testing and refinement.
Dino Colosseum
I also want to do something special with Dino Colosseum.
My plan is to make this mode accessible without requiring players to complete the entire story first.
I'm also working on a third-person camera specifically for this mode, while keeping the normal camera system available in the main game.
There are still problems to solve, and I don't want to claim the entire mode is finished when it isn't.
But I'm genuinely excited about what it could become.
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Diamond Rush — Multiplayer
Now for something a little different!
Some of you might remember Diamond Rush from old Java mobile phones.
I absolutely loved these kinds of games, and Diamond Rush seemed like a really interesting candidate for cooperative gameplay.
I've already made substantial progress with its multiplayer implementation, and the core experience is much further along than some of my other experiments.
The idea is simple: two players exploring the same levels, collecting diamonds, dealing with traps, and solving puzzles together.
One of the first questions people asked was how two characters would fit into those tiny corridors.
My solution was to allow the characters to pass through each other instead of physically blocking one another.
But that isn't the only challenge.
Diamond Rush contains many situations where rocks fall, passages close, traps activate, or the path behind the player becomes inaccessible.
These mechanics weren't designed with two people in mind.
I've been working on adapting those situations to prevent one player from becoming permanently trapped or breaking the other player's progress.
This is the kind of thing that takes much more work than simply putting another character on the screen.
I've made progress on these problems, but I still want to verify everything properly throughout the game.
Will I create new levels?
A few people asked about that.
It's something I might consider in the future, but it isn't my priority.
Right now I'd rather focus on making the multiplayer work properly and bringing similar possibilities to more classic games.
New levels could be interesting later, especially if they're designed specifically for cooperative play.
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What About Bounce Tales?
Yes, Bounce Tales is also part of MEMORA!
A few people remembered it as that old mobile game with the red ball.
It's another game I really like, and I've been experimenting with multiplayer possibilities for it as well.
The game itself is already included in my broader project, but its multiplayer functionality is still being developed.
I don't want to promise a release date for that feature yet.
My overall idea is that MEMORA shouldn't be limited to just one particular game or genre.
Dino Crisis and Diamond Rush are very different experiences, and that's exactly what makes experimenting with them interesting.
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How Will Multiplayer Actually Work?
This is probably one of the most common questions.
Will both players need to use the same computer?
Not necessarily.
My main goal is to let people play together using separate devices.
I've been developing local network multiplayer so players can connect over the same network while each device handles its own view of the game.
That means each player can have independent controls and a camera without having to share one screen.
I'm also working toward a more convenient connection interface, where available sessions can be discovered without manually entering IP addresses every time.
I want connecting to a friend to feel simple rather than like configuring a network.
What about online multiplayer?
I've also been experimenting with online connectivity.
MEMORA has experimental online features, and I've worked on voice chat as well.
However, I want to be clear: online multiplayer and voice chat are not yet stable enough for me to call them finished features.
There are still issues with connection stability, synchronization, delays, and overall reliability.
Local multiplayer remains an important priority, but I would eventually love to make it easy for people to play with friends who aren't physically nearby.
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What Platforms Will MEMORA Support?
Right now, my main development focus is Android and Windows.
I want people to be able to experience these games without being restricted to one type of device.
Cross-platform multiplayer is also something I'm interested in, particularly the possibility of connecting a phone and a PC.
But proper compatibility and performance need to be tested rather than assumed.
Will it work with the Steam versions?
I've been asked this as well.
MEMORA is its own application, not simply a multiplayer modification that you install directly into Steam.
I haven't confirmed compatibility with every Steam release, so I don't want to promise that yet.
What about iOS?
I'd love to support iPhones eventually, and I've explored what would be needed for an iOS version.
But I don't currently have a fully verified iPhone release to offer.
What about PS Vita or other consoles?
Someone also asked whether the camera and graphical improvements might eventually make their way to PS Vita.
I think it's an interesting idea, but it would require additional work and testing.
For now, I want to concentrate on getting the main platforms working properly.
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Is Dino Crisis 3 Part of the Project?
I've also been experimenting with Dino Crisis 3 and the possibility of running it through MEMORA.
This is a particularly difficult area because the game was released for the original Xbox, which introduces a completely different set of technical challenges.
Emulation, rendering, compatibility, and performance are all major obstacles.
I've been investigating them, but I don't have a properly working and verified Dino Crisis 3 release on Android to announce.
I'd rather be transparent about that.
It's something I'm interested in continuing to explore, not a finished feature.
I've also been exploring support for Dino Stalker, another game connected to the Dino Crisis universe.
That part of the project still requires considerable work as well.
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Will There Be Friendly Fire?
Someone recently asked whether players will be able to hurt each other.
I actually think that's a pretty interesting question.
Friendly fire could be entertaining, especially in certain situations, but it could also make cooperative gameplay frustrating.
If I decide to implement it, I'd prefer it to be an optional setting rather than something forced on everyone.
For now, this is an idea I'm considering, not a feature I'm announcing as completed.
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Why Not Just Keep These Games Single-Player?
I've seen discussions about whether older games should be modernized at all.
Some people prefer the original camera systems, mechanics, and atmosphere. Others want more modern controls or new features.
Personally, I don't think one group should have to lose what they enjoy for the other group to get something new.
The original Dino Crisis games are special to me, and I don't want to turn them into completely different games.
That's why I've been trying to make additions configurable whenever possible.
If someone wants to play with the original camera and classic mechanics, I want that to remain possible.
If someone wants a third-person camera or to explore the game with a friend, I'd like to offer that experience too.
For me, the best improvements are the ones that expand what's possible without unnecessarily taking away the original experience.
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When Can We Download MEMORA?
This is another question I've received several times.
I understand why people want to try it, and I really appreciate the interest.
But MEMORA is still in development.
Some things are working, others are experimental, and there are features that still need considerable improvement.
The biggest issues I'm working through include:
- Multiplayer synchronization and connection stability.
- Problems affecting the second player's movement or controls.
- Incorrect weapon behavior and animations.
- Texture flickering and rendering problems.
- Camera inconsistencies.
- Performance differences between devices.
- Scripted events, cutscenes, and gameplay situations that weren't designed for two players.
I'd rather release something that people can genuinely enjoy than rush out a build that constantly breaks.
I also want to make sure the application itself is polished, not just the games running inside it.
That includes its menus, settings, library, navigation, and overall experience.
What about GitHub?
Some people have suggested publishing MEMORA there.
I'm considering how best to share builds, documentation, development updates, and potentially source code.
Nothing is finalized on that front yet.
When I have a version I'm comfortable letting people test, I'll make an announcement.
I don't have a confirmed public release date, and I'd prefer not to invent one.
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What Is the Long-Term Goal?
I want MEMORA to become a place where classic games can be experienced in new ways.
Not just through better visuals or emulation, but through features that weren't originally possible.
I'm also working on a broader system involving achievements, experience points, unlockable character skins, and other features designed to make replaying older games more interesting.
I want MEMORA to remain free and without advertisements or unnecessary monetization.
Imagine revisiting an old game you loved as a child, except now you can explore it together with someone else.
Or being able to switch between the original camera and a third-person view without losing the game's original identity.
Or finally playing as a character who was never selectable in the original game.
That's the kind of thing that motivates me.
I'm particularly interested in games that were designed exclusively for single-player experiences.
Adding a second player to them creates all sorts of interesting challenges, from enemy behavior and inventory management to level progression and camera systems.
And solving those problems is part of what makes this project enjoyable for me.
I still have a lot to learn, test, and improve.
Some ideas might work beautifully. Others might turn out to be far more difficult than I initially expected.
But I'm enjoying the process.
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Finally, Thank You
I want to thank everyone who commented on my earlier posts.
Some of you offered suggestions. Others pointed out problems I hadn't considered. Some simply remembered playing these games years ago and were happy to see them again.
And a few of you have already asked when you'll be able to try MEMORA yourselves.
That honestly means a lot to me.
This is a personal project I've been putting a lot of effort into, and seeing people interested in it is incredibly motivating.
I'm not claiming everything is finished or perfect.
Far from it.
But I'm working toward something I'd personally love to play, and I hope some of you will enjoy it too.
If you find this project interesting, I'd really appreciate it if you shared this post with other fans of classic games.
I'd love for more people to discover what I'm working on, share their thoughts, and perhaps suggest ideas or improvements I haven't considered.
The more people who hear about these experiments, the more different perspectives and useful feedback I can receive.
And that genuinely helps me understand what people would like to see from this project.
I'd also love to hear your opinions.
Would you play Dino Crisis 1 or 2 with a friend?
What other classic single-player games would you love to see with multiplayer?
And when it comes to camera systems, do you prefer the original fixed angles, modern third-person controls, or having both as options?
Thanks for reading and for supporting my work.
— Bishop, creator of MEMORA
Do you have any other questions or suggestions? I'd be happy if someone offered something, like a helping hand))