6742671808c2d

6742671809ede
16 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
Page: « 1 ... 29 [30] 31 ... 63 »
Read 225890 times  

674267180a840
I can only reiterate what I've already said on this topic several times: If it's nothing to you, do it. If you have to put in some work for it, don't bother. I wouldn't be following this project if I didn't trust you to pull it off with or without releasing demos.

674267180ab44JosiahJack

674267180ab93
Safe!  :thumb:

Was able to save a savegame and then move items around and load it.  No items fell out of the level due to being partway through the floor either!  After including rotation of course...it was raining goodies outside the station at first.  Intersecting colliders don't see each other and pass through.  I should probably add a Mathf.Approximate call to prevent those floating point errors from making a goodie fall through the floor on load.  0.1 annoyances and all.

Save game is a pipe delimited text file contained in streamingasstes so that players can share saved games, hack them, etc.

Code: [Select]
Format:

UniqueInstanceID|activeState|Transformx,y,z|Rotationx,y,z,w|Scalex,y,z

64538|True|0034.56708|0001.00300|etc.etc.numbernumber

674267180acfaJosiahJack

674267180ad48
Considering keeping close to original Cyberspace, but adding more interest to the wireframe walls.  More interest than conway's game of life playing out on the grids.

As an engineer, I've been exposed to various systems in industrial settings that would fit in with the utilitarian, nitty gritty industrial portions of the station.  Behind those systems is a typical PLC ladder logic to robustly control mechanical functions.  I'm thinking of generating some animated ladder logic to replace some of the wireframe walls.

Example (colors need changed to match existing theme):
Image: http://www.seattlerobotics.org/encoder/may97/ladder5.jpg

Before I go through the effort, do you think this would add interest or just clutter up cyberspace with seemingly useful data that players will waste time trying to decipher?

674267180ae46ZylonBane

674267180ae94
Electrical circuit diagrams in cyberspace would seem weirdly anachronistic. Abstract is the way to go, like Tron did.
Acknowledged by: icemann

674267180b35eRocketMan

674267180b3b5
PLC ladder logic

Ohhh nooo....   :lordy:
Thought Allen Bradley and Omron were only real till 5PM.


I don't think you can ever fail by replicating what is already familiar to us as SS1 cyberspace.  You could do something with the rendering, glowy edges or transparency effects or that animated light show on the walls... that would be "the same but better".  My personal hope anyway is that the basic design doesn't change too much.  I think there is much to be improved upon even without changing the aesthetic however.  The colour scheme could suddenly flip for example, when you unlock something or when an area is clear of enemies... just a thought that doesn't have to be taken literally.  Or you could have some little code prompt with a hex address when you enter a new area of memory (although I must admit I ripped that idea from Tron 2.0).  Basically there are ways to jazz up c-space without changing its familiar style.

I also wouldn't mind some of the unused c-space objects becoming usable as the designers intended.  Right now it's a bit sparse in c-space.
« Last Edit: 17. February 2017, 01:40:22 by RocketMan »

674267180b63fJosiahJack

674267180b6cc
Ohhh nooo....   :lordy:
Thought Allen Bradley and Omron were only real till 5PM.

Oh no, triop is a 3 shift company.  And we in-house our components.

So yeah, I think I'll keep the charm of original cyberspace.

674267180b7d3JosiahJack

674267180b83f
Phew, saved games code is loooong.  It goes through each gameobject that needs to be saved and writes its relevant data in a pipe delimited file.  The special cases are where it gets lengthy.

Saving the player data such as inventory takes over 50 lines of code to get all the data, and about 12 of those lines are for loops that parse arrays of weaponAmmo, grenadeAmmo, hasLog[], etc.

Cool thing is, it lets me see how close this is getting.  Exciting stuff really.

Main things left are finishing animating and coding all the enemies and modeling some random useless objects.

674267180b8e7JosiahJack

674267180b936
Quite the flurry of code yesterday.  4 commits and 5311 lines of code added.  I'm a little burned out now though.
Acknowledged by: Colonel SFF

674267180bb60RocketMan

674267180bbc0

Main things left are finishing animating and coding all the enemies...

CORTEX REAVERS  :cyborg:
Acknowledged by 2 members: JosiahJack, Learonys

674267180bd17JosiahJack

674267180bd6d
Should I make the main menu accessible from the Pause Menu?  Or make a separate in-game menu like SS1 did?

In-game menu
Pros:
Authentic to original
Arguably a little more immersive (part of the Hud, but still pauses)
Settings saved for each player's savegame

Cons:
More work (yall are patient right, lol)
Redundant features to the main menu

Link To Main Menu:
Pros:
Less work
Already completed
Single location for all in-game options minimizes checking and confusion

Cons:
Global keybinds mean that different players always have to change their settings back on the same computer.
Takes player out of game, though temporarily


Other thoughts:
If I go the main menu only route, I can spruce it up so that graphics changes are obvious.  In-game menu wouldn't need any such extra indicators.  Per player settings could still be saved to each savegame file, though again, more redundancy and chance for confusion.  Also, then the game would need to remember the config from the last player who played.

674267180be28voodoo47

674267180be77
I wouldn't see the menus as something that needs to be as close to the original as possible, so whatever works and is less work if you ask me.
674267180bf9b
You could do something similar to Deus Ex or the first two Gothic games where the main menu is simply a mostly transparent window overlaid on top of shiny background graphics and the in-game menu is the same minus the backgrounds. So, best of both worlds - little programming effort (New Game would be greyed out in-game or turn into Continue, Exit would be converted to Return to Menu and so on), no new graphics, more immersion in-game.

674267180c08eicemann

674267180c0e4
Do it like the original. More authentic is always good.

674267180c195JosiahJack

674267180c1e6
Well, ask a room with 10 people, get 10 different answers.

Just means my sample size is too low.  Anyone else's thoughts?
674267180c340
Would say go with the authentic approach, but it's not terribly important in this case and since you already worked on the alternative you may as well stick with it.
Acknowledged by: JosiahJack

674267180c41dhemebond

674267180c46a
Main menu. "Authentic" isn't important.
Acknowledged by 4 members: Kolya, Vegoraptor, JosiahJack, chickenhead
674267180c656
Another vote for authentic not being important in this matter.

On the contrary, like modernizing for usability like mouse look and custom key binding, handling game settings in a more modern way is desirable IMHO. Game settings are typically not saved in savegames, and in some odd cases where they were (even if only partially) I found it annoying with no benefit. SS1 didn't exactly have a lot of configuration since there were no custom key bindings, so it could get away with it (but I remember finding it annoying even then).

If you worry about supporting multiple players using the same install through the same OS user, which will most likely be a tiny percentage of all installs, then I'd add some player profile feature to the game instead.

(In conclusion, even if there was a special in-game menu, I think that game settings should still not be saved in the savegames.)
Acknowledged by: JosiahJack

674267180c6faRocketMan

674267180c74a
While I certainly wouldn't complain if I got an authentic menu, I agree that designing it that way has diminishing returns.
Acknowledged by: JosiahJack
674267180caf6
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.

Just seen this, and I have to agree with Marvin. We don't need a demo, as such, since we're already convinced of the final products quality, and we all know that we want to play it, so the only reasons left for releasing a demo are to give us an early taster, and to maybe get any early bug-reports or requests.

It's up to you, but as much as I'd like a demo, if it is going to impact on the release date, or give you much trouble, then I think most of us would rather wait for the finished product. It's not like you need to drum up publicity.

Regarding the menus, I'd say do whichever you feel is best. You're not making a 1:1 remake, or just a graphical update, so any changes which are for the better are quite welcome.

674267180cbc8RocketMan

674267180cc16
I'm already stocking up on diapers for my first playthrough.  I'm stoked!

CORTEX REAVERS!!!11   :carnage: :droid: :cyborg: :awesome: :lordy: :ohlulu:

674267180cce9JosiahJack

674267180cd36
Ok, no demo.  I don't want to pull a floppy disk flop only to release a CD version later that people ignore/overlook because the floppy version was incomplete. 8)

But, an exclusive beta test may not be unheard of.  I need some people with linux, some people with macs newer than 05, and...I guess someone with a version of windows later than 7.
Acknowledged by: voodoo47
674267180cf86
Same here. I'd be honoured to be a closed beta linux tester.

Your name:
This box must be left blank:

In which year was System Shock released:
16 Guests are here.
This is the brain of a Greater Psi Reaver. It's bigger than your brain.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6742671810190