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Topic: SSR: System Shock Kickstarter
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67454ddb39f5eRoSoDude

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I concur on the overly long door animations. I recently replayed Goldeneye on PC and the fancy doors (which don't look that cool by today's standards) were a real chore in this level:

https://www.youtube.com/watch?v=Jd1diAuVMZo

This is especially true of System Shock, where you can spend so much time backtracking through previous areas on rocket skates and it was a blessing that doors became immaterial the instant you initiated the animation.
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I Europe we don't have to wait.  :)

https://www.youtube.com/watch?v=oZCYTHhBX3c

This is the kind of retro scifi shit I want to see in a game!

#BringBackPaternoster
Acknowledged by: unn_atropos

67454ddb3a869unn_atropos

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Yeah, if there were (more) paternoster in games, that would be amazing!! :lordy:

For the first person that can put a working* paternoster into System Shock 2: I would like to give you a nice present of gratitude. Money, a steam/gog/etc game key, something from amazon...

*working: the paternoster is built like a real one and looks like one, with cabins, transported by two chains through a shaft in a loop. You can go and off on every floor, over the top and though the basement. The paternoster is moving continuously and not started by a button.
I prefer a wooden texture to metal paneling.
You've got to get the sound right! It's the best part!!

Get all the paternoster impressions you could possibly want at my youtube page: https://www.youtube.com/user/tiborplanet
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Suddenly you're on tiborplanet. What do you want to do?
> look for an exit
There is a Paternoster that leads to the other levels.
> take the stairs
You have decided to enter the Paternoster, is that correct?
> nononono
Your body was mangled by the mechanism. You're dead.

67454ddb3ab0aJosiahJack

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Those things scare me more than escalators.
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I've been around a few. It always looks more scary than it is, since they are really slow.
It's hilarious not least because it's an elevator for able bodied people only.

67454ddb3adaaVegoraptor

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Lowering the security level by a certain amount could also undo Shodan blocking the doors' IR-sensors, so they open upon approaching them, instead of being limited to buttons, which really shouldn't be a thing anyway.
You keep door controls for initial exposition, it doesn't get in the way when you backtrack, and the switching would even make some amount of sense.

67454ddb3b0bbicemann

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Great to see some work beginning on AI behaviors. Even if its only basic walk and death animations for now. Looks good.
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Great to see some work beginning on AI behaviors. Even if its only basic walk and death animations for now. Looks good.

Yes, and it will be even better in virtual reality:



Imagine seeing him lumbering up to you, when you're immersed in the game via good quality VR!

67454ddb3b573icemann

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If I was going to nit pick, I'd say that the jaw should move a bit more.
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Just a heads up, that artist, Cody Williams, uploaded during March a ton more of concept art from the project. There is also a bit of bts information in Kevin Manning's site.


Concept art by Jens Fiedler for the Drone: https://www.artstation.com/artwork/DnD0O and the Drone Commander: https://www.artstation.com/artwork/vNoa6

67454ddb3bd22RocketMan

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Nyee...

I don't see the drone in that.  Needs to be brought back to basics more.

67454ddb3c153ZylonBane

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Of course the first thing I notice is the greengrocer's apostrophe in "Medical CPU's".

67454ddb3c43aThiefsieFool

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All that teal is pretty reminiscent of SS2 and probably intended, can't say I dislike it.

67454ddb3c6dcZylonBane

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Ehh, both SS1 and SS2 use a very similar dark green for their interfaces. SS2 goes a bit teal'ish with its text but keeps the dark green UI panel backgrounds. SSR nudges things a bit more toward blue, but it's subtle.

SS1: bright text  dim text
SS2: bright text  dim text
SSR: bright text  dim text

Most of the text in the SSR screenshot isn't drastically more blueish than SS2, but the tab highlight and the weapon icons are full-on electric teal, so that affects the perception of the entire interface. However, it's odd to me that they'd decide to blue up the interface instead of sticking closer to the original green. Modern games like Fallout 3/4/76 and Alien: Isolation proved that the retro green text aesthetic can work really well.

About the font, it's not Square721, but it's really close. I was hoping they'd go with a more retro-looking vector style font, like Andale Mono, or a straight up monospace font like the one on the Hacker's laptop in the opening cutscene.

Also the Subject column appears to be using slightly larger text than the other two columns, which looks bizarre.
Acknowledged by: ThiefsieFool

67454ddb3c7faRocketMan

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That inventory looks like the feeling on the roof of my mouth after chewing a new stick of double mint gum.
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Out of all the colours, isn't green the one that's easiest on the eyes? I think I read somewhere that it's the colour that causes the least eye-strain over time. And if so, then is it because it's the middle colour of the visible spectrum (or at least the middle colour of the rainbow)?

67454ddb3caaeZylonBane

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Human color response to the visible spectrum is a bell curve, centered on blue-green. It's not a "because" it's in the middle, it simple IS, because that's how standard distribution works.
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https://www.youtube.com/watch?v=rt33j2EaUmY
We wanted to create a small preview of the final art as there was some confusion due to our previous video of the Adventure Alpha containing only placeholders.


EDIT: January Kickstarter update here: https://www.kickstarter.com/projects/1598858095/system-shock/posts/2390063

67454ddb3cdcdZylonBane

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Someone at Night Dive really needs to scrape together the cash to pay for their copy of FRAPS.

67454ddb3ced8icemann

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The repulsor lift could use a sound effect of some sort to go with the movement. Looks a bit odd with it being completely silent.
« Last Edit: 18. January 2019, 04:47:17 by icemann »
Acknowledged by 2 members: ThiefsieFool, RocketMan

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