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marc

Compulsion Team
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Everything posted by marc

  1. the power cell should be dropped at his feet, if there was a bug and it fell through the floor for instance, there's still another way out, stealing a constable keycard from the bobbies at the apple tree
  2. thanks for the feedback. yes the bug with the crier purple splashes was because we used the same animation as the one in the specific encounter, that will be fixed.
  3. We may have reviewed Mrs Stokes quest, but we removed the lids from the trash cans in the street....
  4. Thanks for the feedback, we did identify the issue and it will be fixed in the new release. The problem comes from the way we optimise AIs by hiding them and pausing their behaviour when they're too far and out of sight of the player, there was a problem with the logic that triggered their behaviour back and not their visibility. Game programming is fun, but most of the work is taken up by bugs coming from things we just don't think about, there are just so many things to think about
  5. Berserk effect are indeed unreliable, affected NPCs aggro indiscriminately on anybody, that include the player. it's best used as a distraction object.
  6. And there will be facial animations for all characters.
  7. The hiding under bed mechanic is a great example of the complexity of game design. It would make sense to allow the bobbies to search for you and drag you out of the bed, but it means: 1/ a new animation for the player to get under the bed, that needs to be synchronised to the beds (and we have at least 4 different bed types) 2/ a better look/peek mechanic 3/ a new search behaviour for AIs 4/ a new animation for AIs to look under the bed 5/ new animations to drag the player out. and it needs to be synchronised animations, AIs and player, which are more difficult and prone to bugs than standard "alone" ones. 6/ decision as to what the effect should be: beat the player up immediately? enter standard combat? we're easily reaching weeks of work for a few people. it was so much simpler to forbid the player from hiding under the bed if he's seen, not animating the entry and exit, and using the hiding spot as a "safe" haven. It is a bit OP indeed, and we are thinking of how to handle that, but the answer is never simple, as we need to juggle good design with what we can afford to do.
  8. Check your keyboard setting in the language bar, when not on an english keyboard there can be some issues with this key.
  9. Good find using the bench or similar objects to decrease suspicion shouldn't work during the curfew.
  10. https://en.wikipedia.org/wiki/Barbarian:_The_Ultimate_Warrior#/media/File:Barbarian_(Palace_Software)_-_Gameplay.png Yeah, I'm that old
  11. I replied on the other thread tl;dr : Multiplayer is hard and require significantly more effort than what people think, and it wouldn't necessarily fit into our narrative.
  12. Hi @Danymaster20, There are a few reasons why we don't intent to do co-op at the moment, in my opinion (doesn't imply the rest of the team agrees with me). One is that it doesn't really fit the world or the story. Being with someone else would remove a lot of the intended feeling of survival in the city. The player is alone in a city of crazy people, being with a companion would kind of break the spell. But the main reason is technical: multiplayer is hard to do, lots of thing that are very simple in single player become problematic when several players are involved (for instance we need to add third person versions of all the first person animation so you can see what your partner is doing), and we don't have the workforce to support all the gameplay features in multiplayer, for the moment at least. Split screen is also its own beast, lots of studios have dropped it in recent years (even though I agree it's a really cool feature in some games) because the performance suffers a lot and the game doesn't look very good, and it also requires specific effort (the HUD elements for instance: some need to be shared, some need to be split. Music and sound also have elements that are sometimes split and sometimes shared), etc. Simply put it's not just adding an extra player and an extra camera. It's not something that is totally ruled out, but it's definitely not planned for the moment.
  13. It's true it seems like just a simple thing, so it's a bit difficult to understand the amount of effort involved in doing that: rigging the whole body for the player, redoing all the player's animations so they animate the legs properly, adjust a lot of things so it's not too ugly when walking on uneven terrain and it doesn't clip too much, and more. As a very small team we have to cut some corners as we just cannot do everything that is expected from a AAA game with a team of 300 people, this is the kind of thing that have a relatively high cost with a relatively small return: it would improve immersion but not having it doesn't affect the overall experience too much.
  14. @Iris_Lockspur, It seems that seeing the end of the arms like that only happens because your FOV is set so high, it's quite difficult for us to makes animations that looks good for any value, and at the same time we don't want to restrict you if you really want to play with such a "fish eye" FOV. The axe problem is a bug with the object itself, will fix soon.
  15. You can craft a banger, that has a bit more impact than throwing a rock, and we definitely have plans for quite a few projectiles with different effects.
  16. No, probably not, but we identified an issue with the TVs, at night they switch on and turn towards you (as during the day) when you're close, and attract bobbies. The bug is that they do that even if you're inside the house. It was probably what caused the aggro in your case. It will be fixed in the next update.
  17. Great feedback, thanks. We identified the issue with save files and are fixing it. For the sleeping killing you, we recently had a big debate about it, between two extreme view points: preventing the player from sleeping if it's going to kill him, and letting total freedom to kill yourself if you're not careful. It's hard to find the balance, it depends on players tastes in fact. We were thinking of adding icons to visualise the "cost" of sleeping in terms of loss of thirst and hunger, so the player can do what he wants, but at least he's aware.
  18. like other usable items it needs to be in the active quickslot to be used, I won't spoil it though...
  19. I agree it's the coolest way of eliminating people note that the VFX is obviously a placeholder.
  20. We identified the issue, it will be fixed pretty soon.
  21. We identified an issue when continuing a saved game, it will be fixed pretty soon.
  22. Hi Lucigen, thanks for all the feedback again. I agree with pretty much everything, most bugs and balancing issues we are pretty much aware of. Some answers on specific points: - wait a second, is there going to be a "mode" without any prompts? I think that was the original plan back last year, but I'd like a mode without it We could add an option to hide the prompts, but do you mean specific ones or everything? because that seems pretty punitive. - NPCs tend to block doorways. I can't help but think of AC where running into people made you fall over but you atleast got through. Shoving not a feasible solution when there's 3 in the doorway. yep, the eternal issue of AIs blocking each other, it's a hard problem, it even happens to humans I'll work on it. - Didn't fully try this, but can you still just stand on a big circle bed and kill everything? the AI can jump on the bed now. - metal bits are still the primary currency in this game, and its frustrating to have to go back to the garden district to get them, feels like work instead of fun (yes i know the trashcans but its not as reliable as a killing spree in the garden diestrict - if metal bits are the dollar bill, mechanical parts might be the 2 dollar bill, i can't find them anywhere! We have a new loot system and we plan to add a lot of objects pretty soon, so the balancing is just not there yet. We all agree with the metal bits being too rare (or too many objects requiring them) for the moment, but a lot of recipes and ingredients will be added which will require balancing. - are the giant rifts between islands here to stay? or are those going to be calmed down at some point? Work on the world generation is ongoing, we intend to have smaller islands and less space between them, but it's a very complicated problem that Matt will have to explain at one point
  23. Hi! I have never heard of a Level "Architect", what you're describing is the role of a Level Designer. But there are obviously various specialities in this role, some guys are better at multiplayer maps design, some better at missions scripting for linear games, some better at creating LD patterns using the gameplay and AI elements (e.g. typical combat situation, platforming challenge, etc.). The skills involved change a lot depending on what game you're making. More senior level designers can become "technical director level design" when they master the tool, their role is to make sure the workflow of level designers is efficient, metrics are respected, technical constraints (memory usage, graphics cost) are met, etc. Having coder skills is useful, especially for scripting, but in general you always want to have a programmer that will do coding more efficiently. Whether it's C++ in Unreal or C# in Unity. It takes years to master these languages and to learn how they are used in game engines. What you should learn now is how to use a game engine to make a game. The game editor is the core tool of level designers. So download Unreal 4, fire it up, and start making levels and gameplay. If you want to make it in the industry make maps and mods for existing games and add that to a web page showcasing them, then apply for a junior level design position in a studio
  24. Facial animation is not easy, and it takes a lot of resources, it would definitely be nice, but as a small team we need to cut some things that are expected from a AAA game, that's sadly probably one of these.
  25. @sneelhorses: I understand the comment and I kind of agree but we don't have enough interaction buttons to handle that, and design wise it's kind of better, as it forces you to think what you fill the bottle with. It's a bit gamey for sure, and we may have to review it.
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