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The OneShot remake is now on Steam! (And on sale!)
I had the pleasure of playing the Steam version about a week ago. One hell of a game and a truly innovative and emotional experience.
Become/Design A Playable Character Contest
author=w00ki
Sounds really cool!
But, would it be accepted to register some cool and famous personas or their fictional identities as other recruits? I'm afraid you I'm too young to have my photo make sense in such game, but... aww, I'd really love to see Gerard Way (My Chemical Romance vocalist) as his second identity Party Poison! With colourful guns! And colourful suit! And colourful hair! And black-white enemies! And...
...
The real question is, do you accept applications from teens?
Ave,
w00ki
Thank you for your interest w00ki, but I regret to inform you the contest has recently ended (October 21th as described on the contest page).
It would have been completely acceptable for you to submit a famous or fictional character as your recruit profile. You wouldn't be the first person to do so.
And yes, teens were able to enter the contest. There was no age limit really.
Become/Design A Playable Character Contest
author=Tau
Wow Colt you're still working on this. Impressed haha, although what happened to your other project. Striker or something?
Haha, I don't know when to quit. ;) Besides I like making games.
That sort of grew into this. STRIKER was very ambitious but didn't play as well as I had hoped. I decided to redo the coding and switch to a more multiplatform engine (where XNA is limited to Xbox and PC, Unity can be deployed to any platform including mobile), but before doing so I wanted to learn how to use Unity (fortunately, you can code either C# or Java. Both of which I can do.) and to that end wanted to make a "small" game first... Things escalated ... And tadaa! This game was born.
It is a big throw back to PTEI's gameplay mixed in with Metal Gear styled stealth and bossfights. This is by far my most polished work yet.
Now I do know the ins and outs of Unity and I am fully preparing for a really ambitious project. But that is for later.
Glad to see your still on the rpgmaker scene Tau, I hope your planning on trying the contest as well.
Demo version available
Alright, I'm glad playing the demo cleared up any misunderstandings/wrong impressions you might have gotten from the video. Thanks for playing it and providing feedback.
The stealth gameplay is designed to be a bit unforgiving. If you're spotted, a gun fight is very likely to ensue. When an enemy sees you and opens fire, the sound of the gun shot immediately alerts other nearby enemies, that will come and investigate.
About some of the issues you mentioned:
On general, the enemy's vision cone is just as large as the maximum distance between the player and the outer edge of the screen when aiming in that direction. (As you must have noticed, the camera pans to show more of the area the player is aiming towards).
There is a singular exception: The Sniper type enemy. This enemy has a longer, but narrower vision cone.
The same also applies to the maximum range of the enemy gunfire. The projectiles shouldn't go further then the edge of the vision cone. If you did get bullets traveling far beyond that, then it is an error and I will look into fixing that.
On the point of moving passed, behind and around the environment. This is indeed a point that needs improvement, where possible. Especially with the larger objects (like the fences and the poles). For these I've already begun on improving them. I will however not allow movement behind the largest objects (houses and such). From the perspective, it makes sense to think you can move behind a building, the same way you can move in front of it. However, this would also be allowed for the enemy, who could move to a position behind a building. And there for completely out of sight. This enemy, can't be seen, will be hard to shoot at and would be very unfair towards the player.
The enemies getting stuck behind the corpses is a bug. One I thought was fixed, but under certain circumstances can still occur. It has to do with the how the enemies see the corpses of their fallen comrades; I won't go into the exact details, but I'm working on fixing this error, so corpses won't hinder anyone's movement.
The cutscenes are deliberately, pixelated. To mimic the old school (S)NES game intro's and cutscenes. Most of them I'm pretty pleased with, others are slated for improvement.
Thanks again for the feedback
The stealth gameplay is designed to be a bit unforgiving. If you're spotted, a gun fight is very likely to ensue. When an enemy sees you and opens fire, the sound of the gun shot immediately alerts other nearby enemies, that will come and investigate.
About some of the issues you mentioned:
On general, the enemy's vision cone is just as large as the maximum distance between the player and the outer edge of the screen when aiming in that direction. (As you must have noticed, the camera pans to show more of the area the player is aiming towards).
There is a singular exception: The Sniper type enemy. This enemy has a longer, but narrower vision cone.
The same also applies to the maximum range of the enemy gunfire. The projectiles shouldn't go further then the edge of the vision cone. If you did get bullets traveling far beyond that, then it is an error and I will look into fixing that.
On the point of moving passed, behind and around the environment. This is indeed a point that needs improvement, where possible. Especially with the larger objects (like the fences and the poles). For these I've already begun on improving them. I will however not allow movement behind the largest objects (houses and such). From the perspective, it makes sense to think you can move behind a building, the same way you can move in front of it. However, this would also be allowed for the enemy, who could move to a position behind a building. And there for completely out of sight. This enemy, can't be seen, will be hard to shoot at and would be very unfair towards the player.
The enemies getting stuck behind the corpses is a bug. One I thought was fixed, but under certain circumstances can still occur. It has to do with the how the enemies see the corpses of their fallen comrades; I won't go into the exact details, but I'm working on fixing this error, so corpses won't hinder anyone's movement.
The cutscenes are deliberately, pixelated. To mimic the old school (S)NES game intro's and cutscenes. Most of them I'm pretty pleased with, others are slated for improvement.
Thanks again for the feedback
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