Cataclysm: Metal Gear Solid
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 71 
 on: August 19, 2013, 10:49:23 am 
Started by Sheb - Last post by Sheb
Well, throwing grenade/molotov from roof does seems pretty important. But are Z-levels used in any other place than the evac shelters? Right now, it seems their only use is to add a mini-dungeon to each evac shelter, whereas there should be way to do really cool thing like climbing on a roof to escape zombies while spraying underground, or just jumping from roof to roof to get to a shop.

 72 
 on: August 19, 2013, 10:29:07 am 
Started by HoopyFrood - Last post by Driverboy
There, I corrected you Cheesy
 You have one more here.

Cheers.

Welcome. If you will let me know what's your Windows and whether is 64-bit.

 73 
 on: August 19, 2013, 10:25:11 am 
Started by Sheb - Last post by Driverboy
What it says on the tin. Threw a flamethrower over the side from the evac shelter, and it disappeared.

Yes, it's a missing feature rather than bug. Z-levels don't interact with each other. I suppose it would be fairly easy to spawn thrown items on the floor below but I didn't think it's important or useful enough so I concentrated on other things. Do you think it's important, for something?

 74 
 on: August 19, 2013, 10:09:06 am 
Started by Sheb - Last post by Driverboy
What it says on the tin. A picture te explain what I mean:

Yes, thanks. It's their "shadow", I should fix it.

 75 
 on: August 19, 2013, 10:04:16 am 
Started by Sheb - Last post by Driverboy
Ok, thanks. Not sure if that needs fixing, I'll think about it and see to make it a bit simpler and less user involved. In the meantime remember that you can you use short cuts for Y/N prompts: SPACE to cancel, ENTER to confirm.

 76 
 on: August 19, 2013, 10:02:18 am 
Started by Sheb - Last post by Driverboy
Well, they would serve as base for more complex and rewarding interactions with NPCs. BAsically form groups of NPCs you can interact with.

It could be cool, but who is going to write all the dialogue and back story? It's too much work I don't really have any ideas for, I don't see how to make it really interesting. I'd rather focus on combat and efficient survival dictated by limited time for each mission. NPCs can be very useful in combat but are also tactically very useful via trading, to earn money or improve your equipment. There are many things in the game like that you don't really get to appreciate with open box gameplay and unlimited time. The game needs to be focused to make all those things actually matter, that's what I think would change the game for better the most.


Quote
P.S. Any way to turn the sound down? Sometime you just want to play with your own music.

Can't you turn it down in Windows volume control, or on speakers? You can change music if you want, just replace media files with yours, but they have to be in the same format and rename your files to have identical name as those you are replacing.

 77 
 on: August 19, 2013, 09:21:31 am 
Started by Sheb - Last post by Sheb
What it says on the tin. A picture te explain what I mean:

 78 
 on: August 19, 2013, 09:17:34 am 
Started by Sheb - Last post by Sheb
Actually, there is also a bug: if you decide not to go over a bush, enemies still get to move as if you had done enything.

 79 
 on: August 19, 2013, 09:04:59 am 
Started by GlyphGryph - Last post by Driverboy
Modified previous post instead of replying by accident. Fixed.

Quote from: dan101
But with that said, any chance you could show your source code Driverboy?

Yeah, it's closed only since recently due to DDA Kickstarter and will be open again in three months. Previous builds with source code included are still public download. If you really insist on recent code you can tell me the reason and I'll most likely give it to you.

 80 
 on: August 19, 2013, 09:02:56 am 
Started by Sheb - Last post by Sheb
While I do get the point in preventing people from loosing time, it really make travelling through a forest a PITA. Maybe put the prompt in the options?

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