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Topic: SS1 Reboot - Alpha Footage Read 2097 times  

674190cd1d231icemann

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Duplicate thread. For discussion please visit the original thread here. ~Kolya


https://www.youtube.com/watch?v=JdiaIRkjpI0

Footage released today of alpha gameplay.

For the first time we get to see:

* Combat
* Weapon use of the pipe and sparq pistol.
* The enemies implemented so far showing off actual AI (as they actually attack now and chase the player). Though they appear to only have 1 mode to them. So a more scripted style. For example you see mutants standing still examining stuff. If their to go for the style of SS1 and SS2 then something more dynamic be good to see. Especially if there's going to be respawn ecologies at play. Many were just standing around, so be good to see them patrolling more.
* Corpses now have proper models.
* Audio logs now properly play. Character portraits could use some further work. Much it is still placeholder stuff I assume.
* Music, for the first time. Different to SS1's Nine Inch Nails style, but I like what I'm hearing. Though you only get to hear it for about 20-30 seconds, after which it returns to more background noise.
* Redesigned look for the Medical level. Some of it is very different now, whilst others are the same.
* Inventory system + quick slots (located center bottom of screen).
* Player gets to see outside of the station at one point. Looks like a static image. Be nice if you'd see the ring of Saturn slowly moving + space debris, asteroids etc etc.
* The mutants now come with different looks. Some have clothes, and some do not.
* Several of the electronic displays now in. Looking good.
* Repulsor lifts now in.
* Mini-map that fills in (fog of war style) as the player moves about
* Knocking out cameras now reduces the security level.
* CPU cores now in. Though they don't explode when destroyed like they should.

Editing this post as I watch through the 20 minute video.
« Last Edit: 21. March 2019, 16:54:03 by Moderator »
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One thing to keep in mind is that a lot of this is WIP: combat, enemy destruction effects, AI, etc. aren't all 100% implemented yet, nor is level design fully finalized, but things are definitely coming along!  This is a great preview, but not necessarily representative of how everything will be done in more mature builds. 

674190cd1d4c3icemann

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Of course. Take my notes, as me just commenting on what is in the current build and my thoughts on them.

674190cd1d74cicemann

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That topic was not around when I made this thread :p.

Your welcome to merge the 2 threads.

674190cd1d83bZylonBane

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According to the time stamps, the other thread was created about 8 hours before this one.
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I don't see how merging it would create a coherent experience. So we'll just ignore it and never talk about it again, okay?
@icemann Feel free to copy over your list of first times into a new post.

674190cd1da92icemann

Acknowledged by: Kolya
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Congrats Nightdive. Looking relatively faithful, and pretty good. Would mod.
Acknowledged by 2 members: Synaesthesia, icemann
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An excellent ominous calm.
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