Quote from: chupacabras acheronsis on Apr 05, 2012, 03:33:43 AM
excelent demonstration! i was on the edge of my seat at every turn, especially because you didn't do much peeking first... the random nature of the encounters is a winning formula with the alien as it was proved by the '99 game and this does it but better. the fire doesn't seem to harm to the alien, is it supposed to just slow it down? if so, i feel like you should increase the time it stays startled a tad in order to make it possible to lose it for a while instead of getting into a chase that you will inevitable lose.
i also noticed the flames are incomplete, i though it would be cool to be able to use them to light up the vent like Dallas did on the staircase he was ambushed in, but i am not familiar with the engine. i feel like that flashlight is too bright and it could be interesting to have the option to play with it off in order to a)make the navigation a bit more stealthy by avoiding reflections that can be seen around corners and junctions by the Alien and b)take advantage of that pitch black darkness for added atmosphere and pretty lightning effects.
keep up the good work! i am very interested in how this will turn out.
http://www.youtube.com/watch?v=K_NSvkxUn5w#
I have since that video upped the pain time on the alien to several seconds. Giving the player a chance to round a few corners and get away. I also told the AI to go into it's "turn" routine so it'll often times appear to retreat momentarily. It helps to balance it out, and makes the alien actually seem more random. (I have since actually had him then proceed to cut me off later on in the map, scaring the **** outta me!).
As far as the flashlight is concerned i'm not sure what to do. I can't really change the brightness on it given the way it's coded. It uses a fixed effect in the game, and i'm not really coder conscious enough to create an alternative.
So it may come down to going with strictly ambient lighting. I'm not too happy with that because I felt part of the tension was always only ever being able to see about four feet in front of you. Though I think i'd go with whatever the audience feels would provide the best atmosphere, eh?
The flamethrower does actually light up the hallway when you fire it out in front of you. It just doesn't stick to anything.
Quote from: Many Angled One on Apr 08, 2012, 06:00:43 PM
Wow, this looks amazing. With the exception of the colored pixels that appear when you shoot the alien, I don't see any glitches. This level very much reminds me of Alien Trilogy and the Ferarco stage in the AvpP1. If this works out, maybe you could do a similar game for Alien 3.
Hahaha, yes as I stated previously above the flame effect isn't done. The color pixels are the game saying "Hey, dumbass, you're missing assets." When it's done the alien will give off a bit of smoke.
Thanks everyone for your supportive words and feedback. When it's ready I hope you guys will find this very enjoyable.