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Topic: Citadel - System Shock Fan Remake
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67423eb9cb67cLearonys

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A little bit of feedback!

The big configuration title on the top, could do with some rougher edges. The high resolution combined with the shadowing makes it look blurry, which is met with a big contrast of the background it's in. Maybe the shadow itself could be a little bit smaller aswell.

I really like the settings screen! sleek design, nothing over the top, easily understandable, yet shows enough information.

I suppose changes set to sounds and keybinds are saved automatically? I see an apply button next to the resolution setting, I suppose this is for the resolution only? I don't see any "Back" button either. I guess you expect people to press the escape button or something, which is just fine imo.
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It does look great, but two options that would make it much better (mostly for deaf or hard-of-hearing gamers) are:

Subtitles,

and

On-screen audio alerts (this would be where, for example, if an enemy is approaching, and it's footsteps are audible, then a visual cue would appear on-screen  - say an icon of a pair of footprints, with an arrow pointing in the direction (relative to you, so an arrow pointing up means ahead of you, an arrow pointing down means behind you, etc) of the sound.

I can think of two ways that this can be done:

1) The footprints icon, and next to it an arrow pointing in the direction of the sound source,

or

2) Imagine a 3x3 block of squares, with the icon of the footprints in the middle square, and a simple arrow would appear in one of eight directions, to show which direction the sound was coming from. This has the disadvantage of needing more screen space, but the advantage of being able to show more than one sound source at a time.

If you don't have the time to add these, then fair enough, and a modder could (if he thinks they're worth adding) add them to the post-release game, so it's not vital. I just think it's bad for deaf people how even now so few games make an effort to help them enjoy games fully, though since you're making a remake, not a whole new game, then I can understand you wanting to leave out anything that wasn't part of the game originally.

But please consider adding these three options, as they would make the game easier to control for some people:

Invert Y axis when moving: Yes/No

Invert Y axis when using inventory and items: Yes/No

Invert Y axis when in virtual space: Yes/No


And I agree with Join usss! that a "Quick Pick-up" option would be good too.


This is going to be *brilliant* when it's released! I take it that, barring accidents, alien invasion, you becoming president of America, etc, that Citadel is almost certainly going to be released in 2017?

67423eb9cbd55JosiahJack

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Thanks for the feedback everyone!

Ok so I should add these:
Invert Up/Dn Look Axis (toggle)
Invert Up/Dn Look Axis Cyberspace (toggle)
Invert Up/Dn Arrow Navigation (toggle)
Subtitles (toggle)
Language Text
Language Audio (hrmmmm, I don't think this exists in other than English)
Audio Visual Cues (toggle)
Quick Pick-up (toggle)
Add back button to menu screens (escape works currently)
Change "Frob" to read "Use"
Changes auto-save to the config file except for video.  Should I add an indicator of this, just a save disc popup in the corner or something anytime something changes?
Quick reload (toggle, on by default, off is the original two step inventory mode method)
Change "Ambience" to "Effect" volume for clarity.

Slider display values are auto updated in game.  Screenshot is editor view.

Also, if I can figure out how to change monitors in-game, I'll add that too for those of you with multi-monitors who hate playing a game on the wrong monitor or on only one monitor.
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Hello. I first found out about this project through Indie DB a few years back and assumed it had gotten stuck in limbo based on the lack of updates, the engine change you mentioned on Indie DB, and Enhanced Edition being out. Imagine my surprise when I learned that this game was still healthy and under development!

I've spend the past few days reading this forum thread and I have to say, everything looks excellent so far. I especially love the screenshots you've posted of the entire station view and overhead views of each level that really give a sense of scale to the whole project.

It's hard to weigh in on the project without a playable demo being out, but I have two requests for the game.

The first is the use of the Alt key. In the original and Enhanced Edition, holding down alt stops your movement, changes the functions of keys on the keyboard, and turns single clicks into double clicks. If you could keep this feature intact I'd very much appreciate it.

The second is posting the source once the game is out. The fact that System Shock's community has been going strong for all these years is a testament to the game's quality, but even I (a speedrunner who plays the same games to completion hundreds of times) get a little bored of the same layout of Citadel Station after a while. Having the source available for modders would greatly increase the lifespan of Citadel, as they wouldn't be bound by constraints when playing the game.

If you don't release the source, please consider at least developing a few modding tools such as a level editor. I've dabbled with making custom WADs in Doom and would love the option to be able to do the same with Citadel.

As I stated above, I am a speedrunner and have played through System Shock (both original and Enhanced Edition) more times than I can count, and I'd be more than happy to lend my time and energy into playtesting Citadel in any way you need. I'm capable of patiently waiting until the demo comes out, but if you want to drop me an early build nudge nudge hint hint for playtesting and ironing out bugs, I'm always available.

Anyways, that's just my two cents. Keep up the great work! You're really making something incredible here.

67423eb9cc1c6JosiahJack

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 :thumb:

How's this now?  Little more cluttered but still not too bad I think.


I'll see if I can add ALT for Double Clicks.  Didn't know about the alt for double clicking so thanks for that.  You'll be able to test this at some point.  I would say some point soon but that may or may not be the case.  Life gets in the way sometimes, you know how it goes.

By the way, if anyone is colorblind, could you let me know if something needs a little more contrast in any of what you've seen so far.  I might change it outright or add a toggle in the options for increased contrast for colorblindness.

Also, I may be needing some translators to help out, if interested please see English text files below:
item_names.txt
logs_text.txt
« Last Edit: 26. February 2017, 03:30:22 by JosiahJack »

67423eb9cc34eJosiahJack

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Keybinds use case question:
Player clicks input box for lean left(or other), box changes to display "..." indicating waiting for input
Player inputs "w" key (Note, w has been assigned to Forward)

Should
A: input be rejected with a noise requiring Forward to be changed first
B: change forward to be blank
C: re-assign random unassigned key to forward

A and C have benefit of never leaving an input unassigned.
B is more normal but requires player to pay attention but also leaves unnassigned input
C is just plain wrong.
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For colorblindness, use this website:
http://www.color-blindness.com/coblis-color-blindness-simulator/

Did you generate the item names and log files from the game files? If so, you can simply download other languages as offered on GOG.com (German and French, we also have Polish and Japanese here on this website somewhere) and generate new files from that. And yes, German and French also offer translated audio, that's why I asked (example).

As to your keybinds question:
B, and change blanked keybinds to another colour, like red.

Edit:
Spanish: https://www.systemshock.org/index.php?topic=4430.0
Polish: https://www.systemshock.org/index.php?topic=1569.0
« Last Edit: 07. February 2017, 10:17:05 by Marvin »

67423eb9ccab6RocketMan

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That avatar pic is still holding strong Marv XD
Acknowledged by: Marvin
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Input box would look more presentable if shifting elements from column A to column b resulting in a even number of rows filled and placing checkboxes in the space below imo, but that's a minor thing.

Regarding binding: option B with Marvin's extra parameter sounds good.

Also the text of some of the new checkboxes is a bit vague. Change "quick pickup" to "quick item pickup" and "invert inventory cycling" to "invert GUI mouse scrolling" or just "invert gui scrolling" (assuming that's actually what that option does). Again in my opinion.
With the column change suggestion there may be space for "invert up/dn cyberspace" in full too.
« Last Edit: 07. February 2017, 16:25:20 by Join usss! »

67423eb9ccdc9JosiahJack

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The invert Inventory Cycling changes which direction + or - is when cycling through weapons, grenades, or patches.  I don't currently have anything scrolling with the mouse wheel though I suppose the map could use that for zoom.

Ya, I think shifting the input around would fit better, and no I'm ok with nitpicking it, the little things matter too.  They all add up to make the complete experience good or bad.

Will see if I can add more description to the toggles too.  Also I like the red highlight idea for unbound settings.
67423eb9cd1da
Thanks for the feedback everyone!

Ok so I should add these:
Invert Up/Dn Look Axis (toggle)
Invert Up/Dn Look Axis Cyberspace (toggle)
Invert Up/Dn Arrow Navigation (toggle)
Subtitles (toggle)
Language Text
Language Audio (hrmmmm, I don't think this exists in other than English)
Audio Visual Cues (toggle)
Quick Pick-up (toggle)
Add back button to menu screens (escape works currently)
Change "Frob" to read "Use"
Changes auto-save to the config file except for video.  Should I add an indicator of this, just a save disc popup in the corner or something anytime something changes?
Quick reload (toggle, on by default, off is the original two step inventory mode method)
Change "Ambience" to "Effect" volume for clarity.

Slider display values are auto updated in game.  Screenshot is editor view.

Also, if I can figure out how to change monitors in-game, I'll add that too for those of you with multi-monitors who hate playing a game on the wrong monitor or on only one monitor.

Can you pick up my dry cleaning, too, whilst you're at it?  :D

Just joking, I know you're up to the task of adding any requested features, if you feel they will enhance the game.
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As to your keybinds question:
B, and change blanked keybinds to another colour, like red.


I agree. And definitely, *definitely* not C, which would be terrible.

67423eb9cd5ceJosiahJack

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Well, most of your requests JD are pretty easy and make sense.  Besides, configurability is perhaps the most needed aspect in a System Shock remake.  That and making doors have thickness  :thumb:

67423eb9cda04JosiahJack

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...The second is posting the source once the game is out....

Well, the source for Citadel already is out (current dev state): GitHub-Citadel

Moddability will, unfortunately, rely on using Unity 5 editor.  It is free though.

1. Download unity 5.5
2. Download Github repository
3. Create new project
4. Paste github folders into project folder
5. Open the main scene in the scenes folder
6. Start modding

The only downsides to this
• it requires a proprietary editor of a specific version of Unity which may not be available forever.
• it requires you to build the entire game again before you can publish your mod
• any new levels would require, again, rebuilding the entire game and publishing it as one complete package

The alternative is AssetBundles but they are somewhat restricting on mod capability, notably, no code.

67423eb9cdb03Deu sex

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This looks cool ! Hopefully Nightdive Studios will have a more open mind for fan recreation than EA did. Shouldn't be very hard actually ^^

67423eb9cdc0aJosiahJack

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I asked them a while ago about it.  They've agreed to let Citadel "live" so to speak, so long as I don't try to make money or use "System Shock" on anything.    :thumb:
Acknowledged by: Join usss!

67423eb9cdd08RocketMan

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What about the final cutscene?  That shows the system shock brand.

67423eb9cde26JosiahJack

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Both cutscenes and vmail will need to be redone, remodeled, and rerendered.  Audio can stay for the voice, but music can be updated with Denhonator's improved tracks.  Shouldn't be too bad.  Just more fun in Blender.

67423eb9cdf20JustAWrench

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I just have to say it:

FUCK YEAH!!!

Please don't die on me - both the project, and the maker himself :)

67423eb9ce054JosiahJack

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Hold on...suffering a git bug.  Did a test build to verify resolutions were working (all great there!) But forgot to add it to the ignore list.  Github does not accept files larger than 100MB.  The bug is that the Windows GitHub client does not prevent me from doing a commit when any files are larger than 100MB.  So...currently attempting to revert the commit whilst backing up recent changes and delete the large files (.assets packages).  May need to delete the history... heavy sigh.  I don't like messing with the git terminal commands, though it is like Linux so not too bad.
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Don't know about GitHub's file size limits as I'm usually working on a corporate repo, but I can recommend SourceTree on Windows.

67423eb9ce2d2JosiahJack

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Nope, all good.  Just had to hard reset the commits that had too large a file.  In other news, builds work great.  Technically this means I should release a demo.

Hmm...but enemies are no fun and highly unpolished.

67423eb9ce3f0JosiahJack

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Medical level is overdone.  Demo could be in first portion of Level 5 the Flight Deck since it is one of the most unique and least repetitive levels so shouldn't cause players to have a moment of "Oh, I've been here, done that. Yawn."  At least not as much as Medical would.

NPCs would only be Cyborg Assassin and Avian Mutant.  Preloaded items amd weapons in inventory to play around with.

Thoguhts?
Acknowledged by 2 members: Kolya, icemann

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