REVERT3D engine

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RobertQuote
In the meanwhile we have completed a small interactive demo which shows a testmap which you can move through using classic FPS controls.
It contains nearly everything we have implemented so far, as well as the map and object editors.

Download: https://rapidshare.com/files/2819842822/R3Demo.zip
Info:  http://revert3d.blogspot.com
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KolyaQuote
Very cool. I played around with the demo a bit and some things I noticed:
- frobbing objects doesn't always work, it seems that objects are often out of scope when near
- only frobbable objects have a tooltip description that appears next to the reticule (unlike in SS1 where every terrain tile also had a description: A lamp, Ceiling panel, etc)
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RobertQuote
Thanks! The picking of objects isnt perfect yet, it still depends on the angle you look at it.
As for the "tooltip": It depends on two conditions: a) the object has the "track screen position" property set, and b) the object has the INFO property filled with a text.
We never intended to make a 1:1 rebuild of the Shock engine, so some things just are the way we thought it would be more or less useful :)
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KolyaQuote
Understood, but would it be possible to set "track screen position" and the "INFO" property on terrain at all, to create a faithful rebuild if one was so inclined?

The readout we're talking about serves two functions in SS1:
1. On the practical side it helps to find hidden doors of which there are a lot and those bear a different description than the usual "wall panel" of course

2. On the game experience side of things, the readout plays a role in the immersive simulation that you are indeed outfitted with a cyber-interface that can display information about anything in your view. These informations get richer as you upgrade your cyber-interface during the course of the game.
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RobertQuote
Well properties for tiles/map elements are not implemented yet, but it should be no big deal.
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