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#31 Bobbin Threadbare

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Posted 09 January 2006 - 03:15 AM

Sean, on Jan 8 2006, 03:09 PM, said:

He's hard at work on the character model. :max:
Yes, Haaaard at work...
Heh, it took me a while to change this...
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#32 Sean

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Posted 10 January 2006 - 01:05 PM

Here's a mini-update.

Anybody that has played Version 0.01 will want to know whats outside your cell. This is what I have so far, A lot left to build. Including the basement :huh: :max:

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#33 Frodo

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Posted 11 January 2006 - 09:43 PM

Good map.   :angel:

It's nice to see excatly where our cell is in the building.   :)
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#34 PrejudiceSucks

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Posted 13 January 2006 - 06:08 PM

:)

Are there going to be 'you are here' maps all over the place? :angel:

By the way, that map looked very UnrealEd esque, will you make the maps in that or is it just a happy coincidence?

#35 Sean

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Posted 13 January 2006 - 06:27 PM

I make the maps in UED then modify shots in PS before importing them into AGS.
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#36 PrejudiceSucks

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Posted 13 January 2006 - 08:27 PM

Aye, that's what I thought you'd do.

*edits*

By the way, if you're using Unreal Tournament 2003 (looks that way) or Unreal Tournament : The Original One (graphics look too good for that) then I'd be able to help. Nor is the original Unreal impossible for me to make you some rooms for.


Anyway, that's if you need the help, it doesn't seem that you do, it looks to be going pretty well!

Edited by PrejudiceSucks, 13 January 2006 - 08:30 PM.


#37 Blood-Pigggy

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Posted 13 January 2006 - 08:30 PM

You might, ah, want to vary the structure in that a bit.

Walking through areas that look too far the same and that are symetrical/identical, may be easy and cool looking at first, but it proves to confuse the player and make the area seem very bland.

Just my 2 cents, otherwise it looks fine.

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#38 PrejudiceSucks

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Posted 13 January 2006 - 08:33 PM

There could probably be different "sections" of the prison, like the bit for murderors (I sort of made that word up, I hope it's correct) or petty thieves, which could all be painted in different colours (like borders on the top of the rooms or whatever).

Anyway, Sean probably knows much more about this than I do. In fact, he definately does.

#39 Sean

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Posted 13 January 2006 - 11:07 PM

Thanks for the advice Piggy. The truth is that the 'Symmetry' is really quite irrelevant as only a small portion of that map will be playable areas. Only one side aswell as further exclusions. Also, the camera angles for 'similar' rooms will be different to allow for the player to easily distinguish between the two. Also, a more general update. I've carried on with work after a short break, the character model may be more of a problem than I thought when it comes to scaling. Overall the game is progressing slowly but steadily.

Edit: To adress what Joe said, a lot of the prison including the majority of the other cells will be left unexplored. If I build a complete prison and allow the player to explore they will just get lost and waste time in places they do not need to look at. Honestly, 'sectioning' for various prisoners didn't occur to me.  :)
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#40 PrejudiceSucks

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Posted 14 January 2006 - 12:56 PM

Fair enough, I just thought it'd add a bit of The Cradle-esque depth to it all.

#41 Sean

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Posted 14 January 2006 - 04:21 PM

PrejudiceSucks, on Jan 14 2006, 12:56 PM, said:

Fair enough, I just thought it'd add a bit of The Cradle-esque depth to it all.
The what?  :angel:

Anyway, do you think it'd add depth to the game?

If potential players would prefer a longer less driven game then I could make a lot of 'useless' stuff to pad the game out. I just thought empty rooms would become slightly boring. I could add puzzles for such rooms but that'd be padding that distracted from the main story. Hm. Dilema.

Edit:

Also Joe, if you're commited enough to help then I'd be happy to put you to work. I can probably download the 'Source' 'Free' etc version of UnrealEditor and import everything I have so far into that. Then we can both map with that, for this game and the next  :lol:

I have to restrain myself and finish this game before I move onto the next idea, which has been bashing it's way out of my brain for a few days now. One at a time eh.  :)
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#42 PrejudiceSucks

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Posted 14 January 2006 - 08:50 PM

The Cradle - A level in Thief : Deadly Shadows, in which the player eventually realises (if they're not some kind of idiot) that it was a mental asylum as well as a children's orphanage.

Haunting would be an understatement, that map gave me nightmares for about a week. *shudders*.

Anyway, yeah, if I have the time I'd love to help.

#43 Sean

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Posted 14 January 2006 - 11:11 PM

Okay, any AGS knowledge? Data input is the slowest aspect of development at the moment.
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#44 PrejudiceSucks

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Posted 15 January 2006 - 10:41 AM

No, sorry, I'd probably be doing more harm that good on that front.

#45 Stroggy

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Posted 15 January 2006 - 11:01 AM

PrejudiceSucks, on Jan 14 2006, 09:50 PM, said:

The Cradle - A level in Thief : Deadly Shadows, in which the player eventually realises (if they're not some kind of idiot) that it was a mental asylum as well as a children's orphanage.
At the same time  :)
I never managed to finish that map, I got stuck near the very end.


The screens look good, but some more variation is needed. What sort of interface -if any - have you got planned?