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7 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
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Rereading that, I didn't make it clear that I'm going to be using a custom serialization and loading to serialize just the data I need.  Also all objects are already in the scene, loading just moves them around to where they were located at game save and sets their states.

Sounds good. One huge level does indeed make serialization easier.
How about randomized loot from monsters dropped on the floor? Or destroyed objects?

67b514e25262eJosiahJack

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How about randomized loot from monsters dropped on the floor? Or destroyed objects?
Object pooling. 
Odds are, the player isn't going to pull out and drop each item from each searcheable, BUT if they do, it will use previously deactivated objects that are within the pool.  There is a limit....if they pull out and drop 256 standard clips onto the floor then any new dead cyborg they search won't contain any standard rounds until they pick one up which deactivates that gameobject, freeing up an object in the pool.  There will be a separate pool for each object type that will be automatically filled at game start.

To ease this, as well as other tasks, I've created a master GlobalConstants gameobject that contains a script with an array of every single prefab available.  There are also corresponding arrays with matching indices for text name, frob icon, item data icon, and so forth.  This allows the inventory to store only the integer reference index on each button.  Then when pulling or placing the item it only needs the master reference index.
Acknowledged by: Gawain

67b514e25277eJosiahJack

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Moddability:
This is something I've long considered and has been mentioned before.  The intent is to spur the creation of a longlasting modding communty in the same vane as Quake (see func_msgboard forums for many new content, levels, mods, mapping resources, code, etc.).  To create a game where people are still making new levels for people to enjoy 20yrs later is the ultimate goal.  Longevity of the Citadel project's editability is a must.  Currently I rely on the fact that Unity 5 is free.  Later I hope to separate reliance on Unity somewhat though this remains elusive without massive work.
Acknowledged by: Join usss!

67b514e2528e1JosiahJack

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Take a tour through Citadel  :thumb:

https://www.youtube.com/watch?v=FCxWnMn00Fg

Some things to notice:  Cool 3D doors, flickering lights, keycode working!, animated screens, glowing lights on some textures (actually most textures)
Acknowledged by 9 members: Briareos H, RocketMan, Colonel SFF, unn_atropos, voodoo47, Join usss!, callum13117, hemebond, Learonys

67b514e2529c9JosiahJack

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Ugh I hate youtube.  Stupid stupid video quality.

67b514e252b8evoodoo47

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like that all previously paper thin objects now have some actual thickness.

67b514e252c99JosiahJack

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I forgot I hadn't shown any of my doors yet.  Essentially, yes, what was 2D is 3D now, for the most part.  Higher polygon count, same or slightly better texel density.  It is not realism, but more realistic in a stylized way.

67b514e252dccZylonBane

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Great work! Are the 3D object models rendered from the original data, or recreations?

67b514e252ebbJosiahJack

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Everything you see is recreated by hand, except the textures.  Some object textures have been adjusted to make for a better UV layout though.
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That video looks great, but please add an option to increase the size of the game-message text, for those of us with bad eye-sight.
Acknowledged by 2 members: Hikari, K-Bone

67b514e25328aJosiahJack

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option to increase the size of the game-message text, for those of us with bad eye-sight.
Good idea, I can add that to the MFD settings along with message text color (did you know you can change its color in the original? ;)  )

67b514e253398JosiahJack

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Having fun creating a list of all useable objects in my GlobalConsts prefab.  8)

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You're insane and I love you for it. That is all.
Acknowledged by: JosiahJack

67b514e2537baJosiahJack

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These are just a few of the pictures we've recorded, and you can see it's as cool as we thought.





And for my next trick...views from the groves!  Someday these will have luscious views of plants...and the outside of Citadel!





Just an example area to mock-up what I'll be doing to make the outside interesting, from the Research Level (note the titanium panelling texture is most likely temporary):





Another area where I'll have to make this look cool later...the escape pods on the Flight Deck.  They look less pod-y and more box-y, for now:

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good to see this is still going, hats off to you josiah!

67b514e253cb1RocketMan

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I'm getting a boner for this remake.  The pictures aren't helping... Finish already!  :D
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Regardless on what happens with the nightdive/otherside remake. Citadel will rise.

I enjoy seeing you work man. Thank you.

67b514e253f13RocketMan

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One easter egg that I wouldn't mind at all is having a button somewhere that turns on the movie theater screen with some old classic.  Maybe Mad Max or Terminator or some Clint Eastwood flick.
Acknowledged by 2 members: Hikari, JosiahJack

67b514e25406eJosiahJack

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Level 7 lighting is done.  A-maze-ing right?
Acknowledged by: Marvin
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I know I'm late to the party but add a NSFW tag to that preview video, those door sliding animations are pure pornography!
Acknowledged by 2 members: Colonel SFF, callum13117

67b514e254594ZylonBane

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The exec door animations are a bit off though. They're supposed to spiral out, not... spin and retract.

67b514e2546fcRocketMan

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I think we can excuse his transgression this once ZB ;)

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7 Guests are here.
All of the information shared by you is useful for me and You did such a great job.
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