Goldmoon Dawn on 18/12/2006 at 19:55
Of course, then you would have to have deco littering *every* single area that the Thief could get to out of the Guards reach. Otherwise, when the Guard runs into the closest room or area with deco, the Thief can "jump off the table" and run to real safety.
ZylonBane on 18/12/2006 at 20:41
Oh god no, we certainly couldn't have an interesting emergent behavior like that! The horror!
Goldmoon Dawn on 18/12/2006 at 20:52
I'm not sure how far up the priority list this issue is, since Im not working on Dark Mod. Obviously, your suggestion would be more fun for the gamer. I was initially satisfied with Guards "spawning" throwables in order to break up the old "arm waving". But now, I cant help but imagine a scenario where the Thief jumps up on a table after being chased by a sword Guard. The Guard looks around and sees the designer planted nothing to throw. After cursing at the Thief, he runs out of the room to find something to throw...
Gestalt on 18/12/2006 at 21:16
The animations for that would be tricky to do if you wanted it to look right, since the height and distance of objects from the edges of tables and so forth would vary a lot.
Springheel on 18/12/2006 at 21:57
Yes, it would be much more complicated to do for exactly those reasons. The gameplay issues are also a concern--not only would it provide a much easier opportunity for the player to get away (which kind of defeats the point), but it also means that the behaviour will only be possible in limited circumstances.
The idea of tailoring the spawned object according to the AI's surroundings, however, is something we've discussed and will probably look into implementing (though it's far from a high priority at the moment).
Ominous cowl on 19/12/2006 at 00:37
Quote Posted by New Horizon
The zombies are re-skinned doom 3 zombie models.
I am pleased with (
http://www.mindplaces.com/save/zombie1.jpg) their appereance, good job! They are truly rotten in a mouldy manner.
Jeshibu on 19/12/2006 at 10:52
I honestly don't think those bafford remade shots stack up too favorably against the original. They look too clean and shiny, I think.
PS - NO LEANING BACKWARDS? I'LL HAVE YER HEADS I WILL :mad:
ZylonBane on 19/12/2006 at 14:03
I can think of a lot of words to describe the original Thief's graphics. "Shiny" is not one of them.
Jashin on 19/12/2006 at 15:57
Quote Posted by Springheel
Yes, it would be much more complicated to do for exactly those reasons. The gameplay issues are also a concern--not only would it provide a much easier opportunity for the player to get away (which kind of defeats the point), but it also means that the behaviour will only be possible in limited circumstances.
The idea of tailoring the spawned object according to the AI's surroundings, however, is something we've discussed and will probably look into implementing (though it's far from a high priority at the moment).
Or you can, you know, give the guard a sword AND bow.
Just not every guard. Make it a special type.