henke on 31/12/2019 at 21:01
Looking forward to the System shock demo... TOMORROW! HAHAHA YOU WERE RIGHT ZYLONBANE THIS IS HILARIOUS
HAPPY NEW YEAR EVERYONE
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D'Arcy on 1/1/2020 at 03:42
Quote Posted by icemann
* Direction-based damage indication on screen
* Mouse wheel weapon selection
Although you had none of those things in the original game :)
D'Arcy on 1/1/2020 at 15:48
Doom 2016 is one of my favourite games and probably the best FPS I've played in years. But System Shock isn't a FPS.
heywood on 1/1/2020 at 20:46
The original game might have benefited from a directional damage indicator, because the keyboard look controls, combined with the graphics and sound of the day, made it a challenge to maintain situational awareness. I don't think it's needed in a modern version, where you can use more natural visual and auditory cues to indicate the player is being hit from behind.
I don't see any reason not to have mouse wheel weapon selection though.
henke on 2/1/2020 at 03:19
What visual cue would you use to show attacks from behind, if not a damage indicator? Players who are hard of hearing can't rely on audio, so for accessibility damage indicators are good.
These are both good additions. Not being in the original game is no reason to exclude them, especially seeing as the original was clunky as fuck when it came to controls/UI. Plenty of room for improvement.
heywood on 2/1/2020 at 20:49
The visual cue I'm thinking about would come from camera movement. A short animation that looks like a reflex reaction to being hit. Instead of one basic camera shake for any kind of damage, the animation can be different depending on whether you're hit by a melee weapon or ranged weapon, whether you're hit from the front or back or side, and how hard of a hit it is. Combine one of these camera movements with an impact sound and grunt combination that's weapon-dependent. Use a real-time positional audio system to give direction to the impact sound and weapon firing sound. That's what I would like to see in an imm sim.
I wouldn't oppose throwing in some old fashioned red mist if you need more visual cues, e.g. the whole screen tints red for a split second when hit from the front versus the periphery of the screen tints red when you are being attacked by something outside your FOV. But I don't like having some kind of directional light thingy popping up in the middle of the HUD used as the primary means of conveying where your attacker is. That's just lazy. Quake 1 did better than that. If you were getting hit in that game, you knew it.
bob_doe_nz on 28/5/2020 at 02:21
Another demo has been released on Steam and GOG.
Edit:
They added cyborg assassins, it's not as choppy but there was one spot that was and it seems to be slightly brighter.
ZylonBane on 31/5/2020 at 02:23
Holy crap that is some small text in the interface. Apparently Night Dive is assuming that everyone will be playing this on a 32" monitor.
Harvester on 7/6/2020 at 21:05
icemann, quicksaving and quickloading don't seem to work. Can you confirm or does it work for you?
Performance is decent for the 20 minutes I've played despite my older system.