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Posted by sock on 2012/12/09 21:43:59 |
Finally after months of testing, tweaking and huge amounts of coding, drawing and level design I present my MOD 'In the Shadows' which features three maps, two game play modes (vanilla quake/stealth) and a readme file packed full of hints (for daz)
This is not the final release, I do have plans for other maps, but I want to get feedback on what I have created so far and there is a lot of new toys to play with. The MOD is designed to only work with Fitz and Mark V engines because these are the only two I did testing with.
Please take the time to record some demo's with Fitz because this will be the perfect way for me to understand how you played the maps. If there any problems or things you think should be different, please let me know.
Download Link V1.1 (16.6mb)
Web Page Readme v1.1 Moddb
Recommended Engines:
Fitz0.85 Mark V
Screenshots (1024x768)
Image 1 Image 2 Image 3
Video's on youtube
Stealth Combat Stealth Mechanics |
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Stealth Helper System
#329 posted by sock on 2013/04/11 14:23:57
Image 1Image 2
It could be toggled on/off via a console command or maybe it is on by default for easy skill level? Any thoughts?
I Say
#330 posted by Drew on 2013/04/11 14:41:23
On for easy, maybe auto triggered for training, then turned offin other skills?
@sock
#331 posted by erc on 2013/04/11 16:54:12
I have played the original release, though I haven't checked out the updated release yet. I'll plan to do so in the upcoming weeks and record a few demos while doing it.
Even though the stealth system took some time getting used to (though not that much, since I enjoy and am pretty good at first person 'sneakers'), it was highly enjoyable and heavily atmospheric. I remember being struck in awe as I witnessed the smoothness and elegance of your brushes, and how all the elements are seamlessly woven together to form a perfect whole. What Willem has recently expressed was also on my mind at that time: if only this effort could have been taken further to give a proper facelift to all of the original episodes, then ITS would be the ultimate homage to the classic shooters of yesteryear - taking what has already laid down to the heart, emphasizing their greatest aspects, glorifying the whole low-poly artistic quality of them and refining the subtle mechanics behind it all to form an even better balance.
You are clearly a very talented artist and I salute you for all your efforts. I hope your work gets the appreciation it deserves from a wider audience.
I Agree With Drew
#332 posted by skacky on 2013/04/11 16:59:14
Np
#333 posted by ijed on 2013/04/11 17:09:01
Was being touchy.
I get it as well, because it's what we wanted to do as well. The revamp, Schism, is more oldschool than RMQ became before it fell apart. This time we're pushing for focus, even though we're including a 'hirez' (like Q3 polycounts) treatment for the enemies.
For the ITS visibility arc helper, I agree with Drew as well.
How goes the progress?
#334 posted by Spirit on 2013/04/11 17:21:48
sock, I'm gonna hit you!
http://www.polycount.com/forum/showthread.php?t=41232 warning, ~400 pages of awesomeness.
#335 posted by Spirit on 2013/04/11 17:32:11
I would absolutely want to play with the helper system on high skill levels. I always hoped for something like that (like in Commandos)!
Be aware that red and green are bad (in much varying amounts) for about 8% of males. Yellow/Orange and blue would be safe, might look bad though. If possible let them also adjust the transparency. It would look less good but be much easier to see with solid shapes. You can find nice helpful people to look at images and tell you what they see at https://pay.reddit.com/r/colorblind . http://colororacle.org/ is a great tool to simulate color blindnesses.
The safest way is to differentiate by lightness instead of hue.
#336 posted by Spirit on 2013/04/11 18:56:52
Playing around in Inkscape. Random doodles of Procrastination. That is simulated green and red blindness, about 1% of males have each. ~4.5% have green deficiencies. http://i.imgur.com/exzXqRm.jpg
Err
#337 posted by negke on 2013/04/11 19:24:19
Why would care about this unless you're suffering from that condition yourself?!
As for the helper system, I think it's okay for a cheat code or even a powerup. If implemented as an option for easy skill that is permantly displayed, it's overkill imo. Better if it were to briefly appear and fade out again every time the eye distance symbol changes.
If this was by activated on all skill levels by default, however subtle, it would totally put me off the game.
Going In Circles
#338 posted by sock on 2013/04/11 19:30:01
It seems everyone wants them for easy/training skill level and a toggle switch (console impulse command) for the other skill levels. I will add this to the next release, it certainly makes the stealth much easier to understand. Cool idea inspired by watching Ankh's demo's. :)
This is the reason I stress so much to people to take the time to record first playthrough demos. They are the best kind of feedback you can get for finding problems and fixing them.
@erc, thanks I did not realize you had played the first one. Once the initial learning curve is over the stealth system can become fun. When the player learns how to move mobs around with the distraction bolts then it feels like herding sheep! :)
@ijed, progress is slow, still got a large list of stuff to do. Did another pass on the QC and upgraded the particle system to work with a fixed bank of entities, much more robust and less memory fragmentation problems.
@spirit, I have never though about colour blindness and computer games before. There are large visual clues specifically designed to be red in Quake (shootable buttons) which must be difficult to understand. I can certainly do a second helper circle for colour blindness (using contrast) but not sure how I can let the player adjust the alpha from the console. I don't know how QC can take input values from the console.
#339 posted by sock on 2013/04/11 19:46:39
If this was by activated on all skill levels by default, however subtle, it would totally put me off the game.
I plan to enable the circle helper for easy skill level, dealing with training enemies or if the player enables the option via the console (impulse command). The default for skill normal, hard, nightmare will be off.
The idea for this feature is to get players comfortable with the stealth system so that when they ramp up the skill level it becomes a greater challenge. I really want players to understand and use the skill levels, I am strong believer in the benefits of skill levels in Quake.
Spirit
#340 posted by ijed on 2013/04/11 20:15:51
And a very small percentage of females as well.
most of my family are colourblind, including my sister - but I dodged the bullet.
Negke, Because Empathy Is Good And Accessibility Is Nice?
#341 posted by Spirit on 2013/04/11 21:00:12
ijed, indeed! It's very rare for women though, I think even blue blindness is more common. Lucky you!
Empathy Is The Wrong Word I Think
#342 posted by Spirit on 2013/04/11 21:00:45
#343 posted by JneeraZ on 2013/04/11 21:09:49
Empathy for the .. 1 color blind person who MIGHT play this and appreciate the forethought? There's a time for catering to your audience and there's a time for getting on with it... IMO.
Luminance Is Far More Important Than Color
#344 posted by Spiney on 2013/04/11 21:14:24
That Awkward Moment...
When spirit mirrors your map even though it looks like complete garbage to him...
Yeah I used that color oracle program on my map and it looks totally butchered. Luckily one of the maps I'm working on looks pretty good under all the different circumstance, you might have to wait a while for that badboy though.
I Am Normal Sighted, Color Vision Is Part Of My Research Though
#346 posted by Spirit on 2013/04/11 22:54:11
Don't worry about it looks all weird. These simulations are a) simulating the worst case and b) might not be too accurate and c) the actual "colors" that affected people see might be slightly different. Affected users are used to how things look!
You only need to worry about this (if you choose to) when you have things that are only "coded" by color. I.e. things that look identical and the only difference is color. Iirc the the buttons in Quake are fine in terms of being of obvious shape, but the on/off status of the base button might be problematic (can't remember really, it might just be fine thanks to lightness differences).
I only mentioned it here because sock's circle segments were exactly that (only the color codes the type) and the chosen colors were the dangerous ones.
Btw I do not care about the 1% of MacOS users or Internet Explorer. ;P
Blue & Yellow FTW
#347 posted by RickyT33 on 2013/04/11 23:09:22
#348 posted by sock on 2013/04/20 17:06:20
Lighting a map late at night is never a good idea, it just looks like a drunk hazy memory the next morning!
Image 1Image 2Image 3
Holy Crap
#349 posted by RickyT33 on 2013/04/20 18:01:37
That looks brilliant
Sock
#350 posted by mfx on 2013/04/20 18:15:30
those screens look awesome!
Now i�m crawling under my bed, in vain.
What Do You Drink Usually?
#351 posted by negke on 2013/04/20 18:17:14
Because I want some of it!
Sock
#352 posted by Drew on 2013/04/21 01:37:49
you are an asshole.
Great Work!
#353 posted by ijed on 2013/04/21 20:12:48
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