Bjossi on 15/4/2007 at 14:36
No great things last forever. :(
RocketMan on 15/4/2007 at 16:21
Agreed...it was a good run anyway.
Next time somebody has a hot streak like this we should be prompt to direct them to the last level first, or just AI models or something like that. I'm sure we have a heap of level one assets by now.
kodan50 on 15/4/2007 at 23:34
Yeah, but I don't know any good (free) modeling programs, not do I have that kind of patience to make models ..
Not saying I wont give it a try someday thou :)
Bjossi on 16/4/2007 at 13:12
Or high quality SS1 weapon remakes for use in SS1 remakes...
Ajare on 16/4/2007 at 14:02
There are good reasons why there are so few remakes (of any game) about. They're a huge amount of work, true, but motivation is more of an issue.
When creating a game, remaking something feels attractive because a) there's an established fanbase and b) you have the design work done for you and don't have to bother with tedious things such as creativity. So you plow right on in, and start churning out assets, or code.
As you make progress, you discover design compromises, which were originally made to accomodate old hardware, or 1994's target audience of neckbeards with long attention spans. BUT, this is 2007 and we no longer have to worry about FPUs and crap, so let's shove a few extra monitors on the wall - after all, it's purely cosmetic and won't affect the gameplay, will it? Oh yeah, while we're at it, let's touch up that enemy a bit, it looks a bit dumb. Why the hell did they give it a plasma rifle, it's totally out of character? Well, we can fix that no problem and the game will be even better a result...
...actually, you know what? There's so much that I think could be changed for the better that I'm just going to make my own game. It'll have lots of wall-monitors, enemies with realistic weapons, and...yeah...it'll be about this...thing....aw fuck it it's hard thinking I'm off to play CounterStrike.
Angelfire on 16/4/2007 at 15:39
... or just make something for SS2 with ShockED. Simple.
Bjossi on 16/4/2007 at 15:59
ShockEd, or the Dark Engine for that matter, doesn't always have what it takes to build what you want to. Of course this mainly applies to graphics, detail, size of levels, etc.
Though Christine is very good at dodging those obstacles.
RocketMan on 16/4/2007 at 21:02
Perhaps one of the better ways to go about your own project is to draft everything out in your head, then write up some sort of a design document on computer, then populate it with everything you think you'll need to do your project. If you get that far and you're still fired up about it then maybe your project has some hope of getting done....maybe. But at least its a good way of filtering out the ones with an attention span of 5 seconds who would otherwise jump right into dromed and get bored after the first bit or architecture.
Of course there's nothing wrong with jumping right into things if its a small enough FM that you know is within your own capabilities....but for big projects you really have to know what you're getting yourself into way before you go near a computer.
Bjossi on 17/4/2007 at 16:31
The next rooms would take less time because he had to make the props, then he can place them in every room in the future. Unless we are talking about the plot important items like the chemical you find on deck 2 near the deck 3 elevator.