The_Raven on 18/2/2007 at 17:39
What was the deal with the upside down Rickenbacker level anyway?
Bjossi on 18/2/2007 at 17:55
It happened after you tampered with a gravity generator.
ZylonBane on 19/2/2007 at 17:40
Quote Posted by raph
It is a redesign. I felt the original levels were too convoluted to be salvaged.
I hope you put some particular thought into the docking clamp area where you first enter the Rick. I always thought it was ridiculous that you emerge into a cargo bay that doesn't have any apparent way of actually getting cargo in or out.
rachel on 19/2/2007 at 19:57
Yep, thought of that. :)
I have a "real" entry point for cargo located on the rear of the ship, between the nacelles, not unlike the VB in concept. (Nacelles are closer than on the VB, but the idea is that you load cargo when the nacelles are off, so I think that's ok)
The umbilical zone is located forward and is treated like just another access point (like airlocks for EVA, for example), even if there is specific equipment due to it being a connection and not just a way out.
The_Raven on 19/2/2007 at 20:30
Quote:
It happened after you tampered with a gravity generator.
That makes sense, it's been awhile since I played through that part of shock2.
june gloom on 19/2/2007 at 23:24
lemme clarify a bit on something i said previously:
one thing the ship should have is darkness- moreso than usual for SS2, i mean. make the less crew-friendly portions of the ship dark, grimy, dangerous... for a good example of what i mean, well the original rickenbacker pod 1's a good reference point, but also that lonely, orange-lit tunnel in deus ex's hong kong chapter, the one you find yourself in after going in the back way to versalife's lower labs. you know the one i mean? also the coolant tunnels in SS2, only obviously darker. basically dark, industrial, and patently unsafe. pipes bursting and stuff like that.
Hollowtip on 27/2/2007 at 13:27
Not sure how complete those screenshots are, but IMHO, it needs more "decoration". the original had cramped coridors being filled with piping, monitors and displays all over the place, just like you would imagine a futuristic space based combat vessel. Remember, in space, the tiniest thing wrong can have HUGE implications (similar to a submarine). technicians need fast access to diagnostic tools and have to easily be able to access any malfunctioning equipment.
Muzman on 27/2/2007 at 22:17
Yeah, whatever the problems with weird and perhaps nonsensical connectivity the original Rickenbacker did manage to convey, quite effectively, the cramped confines of a more utilitarian design where human comfort is a pretty secondary consideration. Though I guess that's not unusual in the FPS world, but it made a good contrast to the VB.
Enchantermon on 28/2/2007 at 15:48
I'm really looking forward to this; the Rick was badly in need of some change. I have the feeling I've asked you this before, but are you planning on making the levels bigger, simply more coherent, or both? Also, are you keeping anything original, or are you basically scrapping the whole thing and working from scratch?
rachel on 1/3/2007 at 18:20
Read this very thread, I think I answered these questions already: both, and from scratch :)
Just wanted to say that any further update will be posted at the (
http://forums.freylia.net) GotR forum.
Thanks for the support! :thumb: