rachel on 29/4/2009 at 15:02
the TSP Cyberspace I remember had no gravity... though not in every part of it. I remember being chased by an enforcer there.
Matthew on 29/4/2009 at 15:05
Enchantermon, you have clearly not run this past the focus groups enough.
Enchantermon on 29/4/2009 at 15:35
Well...that's why I was asking for opinions.
ZylonBane on 29/4/2009 at 15:37
Quote Posted by Enchantermon
If you guys really don't think I should mess with any of this, I can go ahead and undo my changes. Are there more opinions on the matter?
I actually don't have any strong opinions on this one way or the other. It is kind of ironic though that some CCP members are killing themselves trying to reproduce things that the Dark Engine just wasn't designed for (cyberspace, etc), while something that could be reproduced perfectly (object placement) is getting messed with.
Speaking of cyberspace, I strongly recommend redesigning all cyberspace levels to conform to a mostly 2D plane. Trying to navigate those cyberspace mazes that have no intrinsic up or down, in a movement engine very much designed around this concept, will be a bloody nightmare.
"Inaccurate but fun" always trumps "accurate but awful".
RocketMan on 29/4/2009 at 16:09
Quote Posted by ZylonBane
Trying to navigate those cyberspace mazes that have no intrinsic up or down, in a movement engine very much designed around this concept, will be a bloody nightmare.
"Inaccurate but fun" always trumps "accurate but awful".
Zygo: What do you have so far with regards to this aspect of cyberspace? Have you been able to achieve the 360 effect with any success? If you've spent enough time and gotten far enough with it it would be a shame to scrap the work.
Enchantermon on 29/4/2009 at 16:54
Quote Posted by ZylonBane
"Inaccurate but fun" always trumps "accurate but awful".
That's almost what I was thinking when I started doing this. Placing objects in crates and such is innacurate, but sometimes it looks better/makes more sense. Leaving them lying about is accurate, but sometimes (not always) looks a little odd. I sort of viewed it in the same light as Zygo's upgrades to the level. The whole place looks so much more like a space station now. It's not accurate, because none of that stuff was there to begin with, but taking advantage of what the Dark Engine can do makes it look a lot nicer.
I think I'll just stop messing with them for now. I'll just put everything where it's supposed to be; changes can be made later if desired.
As far as redesigning Cyberspace goes, I think the reasoning behind keeping it working like the original was because it's such a key component of the game. That said, if we can't get 360 degree movement to work well, then it would be rather awkward getting through some of those places. It wouldn't have to be completely torn apart to accomplish what ZylonBane suggested, just modified a little. Maybe, for the sake of the project moving forward if nothing else, it would be best.
Zygoptera on 29/4/2009 at 23:05
Personally, I'm completely agnostic about object placement, as I am about architecture changes. Some people will hate changes, some people will hate if it isn't changed. My judgment point tended to be 'if they'd had a more advanced 3d engine to work with, what would they have done?'.
I spent almost no time on trying to get 360 movement working- I pretty much searched the shock2.exe help dump to see if there was a switch or command for 360 controls in the vein of ShockEd's controls. In fact, pretty much all the advanced stuff done has taken little time to implement as I had implemented much of it before in various ways. The only one that took more than a few hours was zero-g and that was largely because I had to test whether changing the player's mass would futz jumping or anything else in the other missions.
The thing which has taken the time is the most simple thing of the lot, basic objects and architecture, and that is what is most annoying. Yeah, it's my fault because I prettied things up to compensate for not being able to get any sort of architectural transparency going but I also know that there should be a lot fewer visible objects counted than the engine thinks there is- in some places staring at a featureless wall still gives 16 visible objects
Enchantermon on 30/4/2009 at 13:24
Quote Posted by Enchantermon
EDIT: Nope, that one still has gravity and no 360 view. Looks cool, though.
I take it back. I just ran through the mission and it does indeed have anti-gravity after a certain point. Pretty fun, too.
JediKorenchkin on 30/4/2009 at 14:53
Quote Posted by Enchantermon
I take it back. I just ran through the mission and it does indeed have anti-gravity after a certain point. Pretty fun, too.
Think it'll work well for CCP?
Enchantermon on 30/4/2009 at 17:50
Yeah, I think that would work beautifully. If I could change it, I would mute the foot sounds so that when you do touch the floor, it seems like you're gliding across it rather than walking on it, but that's just me (I don't even know if it can be done). Other than that, I love it.