FlawlessHappiness
Posting Freak
Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation:
171
|
RE: Amnesia Community Version
I've been looking through the maps but didn't feel like they needed much improvement by level editting.
Frictional Games did a great job!
People say puzzles seems to easy. I'm not great at creating puzzles, but people keep that in mind.
Trying is the first step to success.
|
|
04-03-2015, 01:45 PM |
|
Daemian
Posting Freak
Posts: 1,129
Threads: 42
Joined: Dec 2012
Reputation:
49
|
RE: Amnesia Community Version
(04-03-2015, 08:29 AM)FlawlessHappiness Wrote: But is that possible to detect by scripting?
I'm pretty sure the darkness hint just triggers when you walk into darkness, and not on a script callback.
(04-03-2015, 01:11 PM)(拉赫兰) Romulator Wrote: Some are script based, others are triggered by events (eg. Dragging the mouse to move the lever).
Edit: Also! Didn't think about the lang file/lang entries. I'll definitely give them a look as well.
I forgot about those. Ok, no matter, we'll just control those. We set those hints disabled and put down some entity interaction callbacks on certain objects around the first level to trigger the hint+voice. The first entity that triggers the hint, will disable the others.
That should work for the rotate/move entity hint.
As for the darkness hint we can add an area at a convenient location around a dark area in the first levels.
Any other idea is welcomed, but that should do it.
|
|
04-03-2015, 03:48 PM |
|
FlawlessHappiness
Posting Freak
Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation:
171
|
RE: Amnesia Community Version
(04-03-2015, 03:48 PM)Daemian Wrote: (04-03-2015, 08:29 AM)FlawlessHappiness Wrote: But is that possible to detect by scripting?
I'm pretty sure the darkness hint just triggers when you walk into darkness, and not on a script callback.
(04-03-2015, 01:11 PM)(拉赫兰) Romulator Wrote: Some are script based, others are triggered by events (eg. Dragging the mouse to move the lever).
Edit: Also! Didn't think about the lang file/lang entries. I'll definitely give them a look as well.
I forgot about those. Ok, no matter, we'll just control those. We set those hints disabled and put down some entity interaction callbacks on certain objects around the first level to trigger the hint+voice. The first entity that triggers the hint, will disable the others.
That should work for the rotate/move entity hint.
As for the darkness hint we can add an area at a convenient location around a dark area in the first levels.
Any other idea is welcomed, but that should do it.
One thing. Wouldn't it break immersion if the hint-speaker is a female?
I'm not denying that spoken hints are a good idea, but it being a female seems out of place.
Trying is the first step to success.
|
|
04-03-2015, 06:10 PM |
|
Daemian
Posting Freak
Posts: 1,129
Threads: 42
Joined: Dec 2012
Reputation:
49
|
RE: Amnesia Community Version
It may, but hints are rare and appear mostly at the rainy hall, when the player is discovering the game.
maybe we could make it optional or add a tutorial level.
|
|
04-03-2015, 06:33 PM |
|
FlawlessHappiness
Posting Freak
Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation:
171
|
RE: Amnesia Community Version
A settings level perhaps
I have a couple of billboards lying from Monsters, if needed.
Trying is the first step to success.
|
|
04-03-2015, 06:34 PM |
|
Daemian
Posting Freak
Posts: 1,129
Threads: 42
Joined: Dec 2012
Reputation:
49
|
RE: Amnesia Community Version
great. Maybe we're deciding things too fast, other members need time to read and post =p
|
|
04-03-2015, 06:49 PM |
|
Slanderous
Posting Freak
Posts: 1,606
Threads: 78
Joined: Dec 2012
Reputation:
63
|
RE: Amnesia Community Version
What do you guys think about fatigue system? Would mean that you can't sprint and jump around Brennenburg like a mad rooster anymore. It would also make the game more difficult and realistic. And also, what about giving the game more realistic feel by decreasing laudanum healing effects and making the monsters a bit faster, just for a real hardcore experience?
I also thought of completely rebuilding the lighting on the maps, to give it more contrast and make the game feel more immersive.
Well, Daemian, if there is anything I can help with to contribute the project, let me know. I can do maps, I can script some (but not that advanced) stuff, I can look up for new materials (such as sounds, textures, objects that we could try to convert and put in the game, etc).
Just let me know if there is anything I can do.
(This post was last modified: 04-03-2015, 07:38 PM by Slanderous.)
|
|
04-03-2015, 07:37 PM |
|
FlawlessHappiness
Posting Freak
Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation:
171
|
RE: Amnesia Community Version
Stamina?
You gon' have trouble against the water monster
Trying is the first step to success.
|
|
04-03-2015, 09:33 PM |
|
Slanderous
Posting Freak
Posts: 1,606
Threads: 78
Joined: Dec 2012
Reputation:
63
|
RE: Amnesia Community Version
(04-03-2015, 09:33 PM)FlawlessHappiness Wrote: Stamina?
You gon' have trouble against the water monster
I'm sure we could somehow modify that part then.
|
|
04-03-2015, 09:53 PM |
|
FlawlessHappiness
Posting Freak
Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation:
171
|
RE: Amnesia Community Version
(04-03-2015, 09:53 PM)knarrenheinz Wrote: (04-03-2015, 09:33 PM)FlawlessHappiness Wrote: Stamina?
You gon' have trouble against the water monster
I'm sure we could somehow modify that part then.
Haha, of course
As long as we're fair to the player.
Trying is the first step to success.
|
|
04-04-2015, 01:55 AM |
|
|