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10 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
Page: « 1 ... 19 [20] 21 ... 63 »
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There must be Korrektheit und Ordnung!
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ACHTUNG!
ALLES TURISTEN UND NONTEKNISCHEN LOOKENPEEPERS!
DAS KOMPUTERMASCHINE IST NICHT FÜR DER GEFINGERPOKEN UND MITTENGRABEN! ODERWISE IST EASY TO SCHNAPPEN DER SPRINGENWERK, BLOWENFUSEN UND POPPENCORKEN MIT SPITZENSPARKEN.
IST NICHT FÜR GEWERKEN BEI DUMMKOPFEN. DER RUBBERNECKEN SIGHTSEEREN KEEPEN DAS COTTONPICKEN HÄNDER IN DAS POCKETS MUSS.
ZO RELAXEN UND WATSCHEN DER BLINKENLICHTEN.
Acknowledged by: Learonys

6742df6a479c6ZylonBane

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I think we can excuse his transgression this once ZB ;)
Got it, only positive feedback allowed.

6742df6a480f3RocketMan

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Got it, only positive feedback allowed.

Indeed.  JosiahJack, unlike other peoples who have fallen before him, has bestowed upon us such wank-worthy previews of our beloved game that we should blatantly ignore any and all flaws in his work so that he might press on with renewed vigor and save us all from the tyranny of substandard and unfinished remake projects :D
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We have to keep Josiah's spirit high and hopes up until the inevitable derision following the first alpha release degrades his mind. We owe him at least that.

Imagine SystemShocked going through the game listing all differences to the original...

6742df6a4845cJosiahJack

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Glad you like the doors! :)

If you are referring to the black bi-leaf iris doors, I assure you they are correct to the original animation of spiral 75% then retract.

Other door liberties:
The doors have thickness (kind of the whole point of the remake)
Blue bulkhead door is asymetrical (original moved away from the player slightly regardless of which side of the door you were on, now it only shifts the center panel to one side before opening)
The penta-leaf iris door has some non-solid portions to cheat collisions.  When the door opens, hidden solid blocks slide out of the way to let the player fit through comfortably.

Motivation isn't driven by your replies (thankfully! ;)  ) but my work speed is.  Keep the praise coming and the work will flow faster.  Har har.  Glad yall are likimg it so far.
Acknowledged by 3 members: RocketMan, Colonel SFF, Hikari

6742df6a4858eRocketMan

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I am going to write a java program to auto-praise you every time the weather report updates XD

6742df6a486b3JosiahJack

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87 degrees and Josiah is awesome, lol  8)

So...anyways, my dad just got this new Gear VR headset for his S7 and we've been taking turns with it.  My wife is hogging it.  I think I've become a VR widower, she's lost in panorama land.

On this VR binging note, I looked at the capabilities of Unity and apparently it doesn't look too difficult to implement... :thumb:
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Considering unity is what the actual remake is using too, and that the original had VR support (well what vr was going on at the time.)

Good news all the ay 'round. Thanks for keeping us looped in on this project. Though I do wonder what a source code release would mean for what you're doing. Would you have to do a massive rewrite, or would you be able to incorporae AI logic into what's essentially your own rendering engine for asets?

6742df6a488f0JosiahJack

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Source code would save time on writing the minigames but no effect on much else.  AI will use unity pathing for instance.  I'm using Unity so everything is handcrafted for it.

6742df6a489e4JosiahJack

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AI question.

Should AI take cover?
Or simply move towards player, stop for projectile attack, keep moving.

6742df6a48b11RocketMan

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Interesting question.  Normally I would say no but owing to the particularly high resolution of shock's difficulty system, you've got 4 level's of combat.  Maybe the highest one could feature cover.  I'd like to know what others think though.
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I think next highest should have cover seeking AI, an highest should be AI that coordinates so one can take advantage of you being occupied (either with an opponent or in the middle of entering a keycode.)
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I'd completely overhaul AI, but there's an expected level of purism and a desire to just get the damn thing completed. Your call of course.
Acknowledged by 3 members: Colonel SFF, Hikari, callum13117
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The only monster that is both intelligent enough to think about self-preservation and not brutal enough to mercilessly advance on your position Terminator-style is the cyborg assassin.
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Well Shockers could wait long enough so far, so a bit more waiting won't kill us. Do what you like; overhauled AI sounds good to me.
Acknowledged by: Join usss!

6742df6a491a8JosiahJack

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Yes, yall are very eager to play I know.  I think I'll keep a simplified movetogoal ai but add enemy memory.  Enemies can forget you after a while of not finding you, then just wander around...meanwhile if you are out of sight they will go to your last known location and hunt from there similar to Halo ai.  They won't have locational omnicience like Quake ai.
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Yes, yall are very eager to play I know.  I think I'll keep a simplified movetogoal ai but add enemy memory.  Enemies can forget you after a while of not finding you, then just wander around...meanwhile if you are out of sight they will go to your last known location and hunt from there similar to Halo ai.  They won't have locational omnicience like Quake ai.

That would be great! I hate the way enemies are psychic in some games, and know where you are at all times.
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Any idea if it'd be feasable to have enemies when not hunting you go back to some kind of movement pattern like they have some 'oh not hunting hacker down I have to get back to task #8472'? Or would that be too insane to have to do not just from the perspective of just citadel, but if say you made a level editor to run using shock assets?

6742df6a4978dJosiahJack

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Oh yeah that would'nt be terribly difficult.  I could create an ai_actbusy prefab, but I would need to give the enemy a "busy" animation...that's the time consuming part.  It would be fun to have a repair animation for the repair bot or button poking for the cyborgs or corpse picking for the avian mutant, etc.

6742df6a498a2RocketMan

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I have only 1 non-vanilla request for this game... and I think it's totally justified given how fucked and useless the original design is.

Do not put the 2 only cortex reavers in sealed boxes so they're stuck and the player can take pot shots on them till they die.  God what a waste of an awesome enemy.
Acknowledged by 2 members: Hikari, callum13117

6742df6a49991JosiahJack

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Are you kidding me...I'll have extra cortex reavers in several key places.  How could I not!  8)
Acknowledged by 2 members: Kolya, callum13117
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Ooh! Ooh! Please also try to make an actual connection between meatspace and cyberspace reaver avatars. The game always hinted at this but handled them completely apart from each other. I'm thinking about killing the cyberspace avatar and thus making the meatspace one more susceptible/disoriented, same as the player if he's "killed" in cyberspace.

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