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6743aaab2536eicemann

« Last Edit: 14. September 2019, 18:27:19 by Moderator »

6743aaab25623voodoo47

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Quote by Repairman Minstrel dml:
// this dml shouldn't be used as a template for other dml mods - this is evil, evil stuff, and it only works properly because Minstrel is a one mission deal.

6743aaab25798icemann

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https://www.youtube.com/watch?v=74bOlrWH-cQ

Part 2. My play through hits a road block at the engine nacelle's, leading me into a dead man walking scenario. Had to reload the save from the start of part 2 and back track. Towards the end, get to see a Hybrid riding a destroyed bit of metal.
« Last Edit: 14. September 2019, 18:00:56 by icemann »

6743aaab258b6icemann

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Part 3:

https://www.youtube.com/watch?v=LVix04gZ34M

I finally figure out the damn Nacelle stuff, fall out of the level and beat this thing.

6743aaab259e0voodoo47

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the part in the nacelles where you repeatedly tried to continue from a save where you were already beyond saving was painful to watch. also, the second and third video have Mistrel instead of Minstrel in their name.

notes to self:
- fix the weapon switching
- few textures in the lowest deck crates area
- vertical pipes need AI no collide
« Last Edit: 16. September 2019, 16:09:09 by voodoo47 »

6743aaab25b15ZylonBane

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- Room brushing in the passenger room near the bar.
Acknowledged by: voodoo47

6743aaab25bf4voodoo47

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also technically, the mission has not been completed, as the player didn't manage to escape the Minstrel.

6743aaab25cbcicemann

Acknowledged by: voodoo47

6743aaab25e27voodoo47

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and maybe I'll try to prevent that final mail from playing if the player manages to get sucked out of space (though you reaally have to cut it at a very exact timeframe to get sucked out AND manage to hear the mail).

can't do anything about the player saving in the nacelles when beyond the point of no return (basically, once the pipes blow, you are dead, you just don't know it yet).


wouldn't mind seeing the proper ending as a bonus, took some effort to make it nice (if you get into the cryotube, it should actually close).
« Last Edit: 17. September 2019, 06:57:59 by voodoo47 »

6743aaab25f4bicemann

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Ah is that what I did wrong (not get into the tube).

And would be good if the player just instantly died once they were in the screwed beyond the point of no return stage. Not knowing that (like I did not), is super frustrating cause you think that there should be a way out of it. Letting players get into a dead man walking scenario is a BIG no no in good game design.

6743aaab2609bvoodoo47

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you actually don't have to get into the tube, just managing to get to your ship in time is enough, but it's a nice touch, I think.

no idea how to fix the dead man walking scenario without redoing everything completely - the intention here has clearly been to let the player die a slow, agonizing death.

maybe making the switches and levers explode as well (indicating you didn't quite make it in time) would help a bit. yeah, I'll probably do that, should be quite easy.
Acknowledged by: icemann

6743aaab26351voodoo47

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*cough cough*
wouldn't mind seeing the proper ending as a bonus
Acknowledged by: unn_atropos

6743aaab26473icemann

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And I just remembered one quasi FM, I've not covered yet, which I don't think we have hosted on the forums here.

Will have to see if I still have a copy on my PC. Crion's FM. And that one pre-dates even Arborateum. From memory, it's more a test map, than a full blown FM. Hence the quasi-FM.
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