Well, here's what's done after my earlier tweaks. I was unable to muster up the strength to do anything at all past my original Phase 3 slot, so there's still rough spots, things unfinished, and tweaks I'd have like to have made that didn't get done yet. Motivation's shot, so I'll upload this as-is.
I'll post a quick changelog or something (in very rough Xaserspeak form) I had sitting around. The "pending" section is basically "stuff I didn't get around to doing", and the different preceding marks mean something different (- is gameplay, * is detail, + is resourcestuff):
"LOGARITHMS"
Code:
Pending:
- I'm thinking maybe move the first Vile to the door that opens to the sim. BODIES! - Do something about Toenail-added Roof secret. Shouldn't be able to jump to flamer.. - Burnyvines in underwater passage. - Flame ammo generator needs placing. - Put a powerup or ammo or something on top of the Gezfort. ;) - Vore fight needs work.... lower those vore plats! - Demons at Disney Castle are non-threats. - Not enough ammo in Disney Castle - Jail enemy placement pretty much sucks. - Descent to Boss needs some ammo -- move some of the arena ammo here, like shells. - Maybe change ammo types for boss. Too many cells... soul generators? - Need that BFG codething! Bathroom area in alt. red door :0
* If visualness has enough time alotted, make the Mal outdoor ceiling not so uniform. * The gas chamber needs those comp. screens. ;) * Glass Shards for Flame Glassbreak. * Sloped ceilings in water entrance? ;) * Water entrance pumps no longer animate o_O * Fog troubles with undersea vista. Also, it looks silly <_< * Vader area lava glow? * Missing crate texture in Gezfort area * Gezsecret needs some sort of reason for the wall to stop there. More rocks? * SE hall with DrHell textures could use some work, still... * Ceiling sucks in Squarefence area. * Wacky visual glitch regarding cagehall? (NODES) * Some sort of audio cue for skull switches would be nice. * Hell Generator needs a big, booming, droning ambient sound :) * Gonna have to detail those magma caverns at some point <_< * Explosion sounds during escape sequence, along with the quake ;) * Explosion effects for Hell Generator. * BIG explosion when you exit the Hell area. After nuking AoD's, it all goes to SHIT! * Destruction/Hell effects in Torm/Pyro areas when escaping to chopper. * And, of course, the chopper! ;)
+ Surface/dive sounds would be nice. + Screw Quake compatibility.... Vore projectiles need an in-flight sound! + Eye switches could use a new sound. + Bodyguard death sounds drown out Abbs' death.
RESOLVED:
- Needs to be more nails! It's so under-used ;) (EDIT: not actually...) + I'm tempted to replace the sim music with cyber_x P: (EDIT: Nah. :P ) + Argh... Cybruiser footsteps are far too inaudible now! + MAPINFO needs compat_limitpain off + Why do sim enemies not allow ripping? Nailgun would be great here! + A sim. bloodtype might be nice, so there's no puffs everywhere. + Did I remember to give the Grell +FLOAT? Will that interfere with bobbing? (CANTFIX) + Tortured Marine corpses are solid. + Rifle animation still shows loading a shell even if no ammo left P: + Grenades really need to be more useful P: - Hell Warrior in Jimmycave is out of place. Maybe save these guys for Hell? - No Jimmycave health before/during Cybruiser fight! Ouch.... - Switch-blocking vine thing in Jimmycave could use a better texture. - Not enough cells in Jimmycave. - Why the tits does the sim have infinite amo off now? KILL THE INFINISPHERE - Entrydoor: monsters alerted if shot from other side. - Somebody mucked up the Hell music change script <_< * Descent could also use some texture improvements. :P - Colorpuzzle isn't allowing exit D: D: D: D: D: * Outer wall outside Jimmytech/AoD area needs some detailing. - TDA/Jimmy arena needs less shells/cells (200 less) and more souls! - There's a Grell underwater D: -- replace with mass of fleshspawn? - Grells in Vader's aera :P * Claw fountain area needs rockier ground. * Less jaggedy transition between zrrion/grym area ;) * HOM thing in Grym courtyard - Shotgun isn't taken away during weapon modding scene * Souls no longer start in the blood, again. - Needs to be a secret item behind zrrion's cross. ;) - Secret area above Mal-area entrance is not counting as secret. - Too much chaingun ammo in cyber arena. I exited with 400 bullets. * Computer terminals in lab entrance at Xaseroutside area. * Yellow lights around doors in Toenail's area == odd * TDA area locked door needs bars (to ensure "hey it's closed") * Zrrion southdoor ditto * Ceiling doesn't warp in darkclaw case * Weird floor on door back to entrance area. * UAC screens in AoD room! Also maybe less ammo. - Casings burn in lava. APROP_MASS that sucker? (EDIT: Can't. Fun anyhow :P ) - More obvious flameburn area! - Possible lack of health in Malinku outdoor area. No medkits about... - Perhaps more shadows and less imps after vineburn? - Vader's area is a bit easy.... ;) (EDIT: Nah... Cybruiser fight is hard :P ) - You can wake up the Bruisers from the Bloodcave entrance o_O - No more imps/barons/knights in hell. Shadows, Harvesters, and Warriors only! - No more zombies in Hell either. :P - No more cacos either -- Grells! ;) - It's not immediately apparent you have to shoot the eye switches. (EDIT: Meh) - Claw fountain trap is worthless. Demons? Pssshh... - Needs some sort of ambush after Soulrender! (Bruisers?) * Secret hall to shootymouth is too visible. Blood it! * Back side of phantom-plat-lower switch also looks like a switch. * Phantom-bridge switches need to seal from both sides. * Axe murder scene has bars disappear randomly instead of lowering or something * Dodgy Squarefence Lighting in Vore Chamber * Hellhall intro Floor needs to be marble and not cracked rock... (EDIT: Nah) - HELL NEEDS SOULS! I MEAN, GODDAMN! -- entrance ledges, fountain area, RSK area. - Can't escape cagehall over lavapit if you jump on top of it. - Not enough ammo in RSK area. :( - Imps in fountain cageway can't shoot through the grate P: - Oops! You can jump out a window to get to the YSK switch in Jail :P (EDIT: Cool!) + I'm tempted to put in Eternal as MUSIC5 and assign that to the final boss area :) * Jail has some missing walls now o_O * TDA area lift misalignment
Still no objective system or combo lock yet. On the plus side, Hell is playable and hopefully rebalanced okay. I'm happy with it except for the introductory Vore fight and the Disney Castle / Twisted Jail areas (the spots near the boss gate which house the red and yellow skull switches), which have placeholder monster placement still. Better than nothing and suitable for a beta run, I guess.
Joined: 14 Dec 2009, 16:35 Posts: 121 Location: Perth, WA
Quote:
- Why the tits does the sim have infinite amo off now? KILL THE INFINISPHERE
Sorry, that was me. I wondered if you'd object, on account of it using your sprites.
I got confused by the application of the infinite ammo within that area - I was able to use weapons that I had 0 ammo for and I thought the weapons were bugged. I thought it would be better to have the infinite ammo temporary, and clearly indicated as being part of the gameplay of that area by having it in a powerup.
I got confused by the application of the infinite ammo within that area - I was able to use weapons that I had 0 ammo for and I thought the weapons were bugged. I thought it would be better to have the infinite ammo temporary, and clearly indicated as being part of the gameplay of that area by having it in a powerup.
The infinite ammo is temporary, of course -- it's restricted in the sim. The powerup just didn't work at all because decoupling the infinite ammo from the act of entering/leaving the sim left you able to spend real-live ammo in the virtual world and bring magical infinite powers out of it. It breaks the illusion somewhat fierce.
To combat the zero ammo thing, I'm tempted to maybe edit the status bar / HUD to show an infinity symbol instead of ammo numbers during that section, to make sure there's no confusion on amounts.
Joined: 19 Dec 2010, 18:53 Posts: 317 Location: Finland
Oh, Xaser said on IRC when the build was uploading that he was done with it as he ran out of fuel for it. I don't know if Apothem's up to anything, though.
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