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6 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
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Source code plans:
Replicate minigame source code (as applicable)
Double check patch effect timers
Check out the code for cyberspace wall pattern (conway's game of life).

Blimey, if that's all that you can learn from the source code, then your remake really must be authentic!
Acknowledged by: JML

665b42128888fJosiahJack

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All lights done for main levels.  Only groves left to light now.
Doors placed on levels R, 1, 2, 3, and 6.
Only door models left to make are the freight elevator and secret wall on flight deck/storage.

No video yet...sorry.  I feel bad, I do.  I'm just getting too much done to feel like wasting time with a video.
Acknowledged by: voodoo47

665b421288d59dertseha

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No video yet...sorry.  I feel bad, I do.  I'm just getting too much done to feel like wasting time with a video.
All is good - crazy idea: hook up twitch streaming while you work on it. doesn't need commentary :D

665b4212890ffJosiahJack

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I might do something like a twitch.

I wanted to ask about playtesting this...?
  I've uploaded another commit to github, FYI...I should submit commits more often.

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Holy ...! Yes, you should. If only for the case that your computer catches fire.
Acknowledged by: JML

665b421289428JosiahJack

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Ah, I have a double back up system through dropbox that auto-uploads to 2 PC's and online.  Github is a tertiary life support system, right next to the soylent green filtration system (ref to level 3 yes!)

P.S.  I also occassionally copy it all to my onedrive and googledrive.  Redundancy + a digital will to provide login info here and a few other places in the event of untimely cyborg conversion.
« Last Edit: 20. March 2018, 22:54:26 by JosiahJack »

665b42128960eJosiahJack

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 :sly: @Marvin agreed, and I finally have a nice melt.  Just need to pizzazz up the look with a nice red glow and we're set to pop here. Yes, I'm talking about the hoppers and...well you'll soon see.
Acknowledged by: Marvin

665b4212897b4JosiahJack

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Today is a publicity day:

https://www.youtube.com/watch?v=dNUCW2OGvC4

You may be interested to know that Citadel, while maintaining a mostly cubic level design, will not be mostly flat.  Here is an example of what I am doing to enhance the walls, floors, etc. by turning what is 2D into 3D, which has been the main focus of Citadel from the beginning, albeit starting with objects and enemies:



More to come...
Acknowledged by: Synaesthesia

665b421289932voodoo47

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ooh, nice - I assume the performance hit is acceptable enough?

665b421289a4aJosiahJack

Acknowledged by 3 members: Marvin, dertseha, Join
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Ohhh is that enhanced AI I see? I don't recall hoppers moving that fast. Nice. Could just be my memory failing me though.
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Still needs a little tweaking, but it's getting there.

It looks great, but as a little suggestion, how about if, when you go through a seemingly low door such as in the video, then the camera dips down a bit, as though you are bowing your head to go under the low part? It would be automatic and so the user wouldn't have to do anything, and might increase the immersion slightly.

And: "OVERALL STATUS: 80%. Target Beta Release Date: 9/22/18." Brilliant!
Acknowledged by: Synaesthesia

665b42128e88aJosiahJack

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I like that idea of a head dip.  It's the little details like that that make it all that much better, such as the "Add to inventory box" that pops up when your cursor/reticle hovers over the inventory while holding something.  That's just an example of a minor tweak to aid the control scheme.  Another is reloading: hit the reload keybind (default is R).  I'm still debating on having an unload keybind and making the reload keys into 2, one for normal ammo type and the other reload key for secondary, rather than only having the in-hud buttons (hud buttons yet to be added).

665b42128e98cvoodoo47

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Shadow Warrior (SWP) has taught me that anything out of your control messing with your camera view is astoundingly annoying.

665b42128eaa6JosiahJack

Acknowledged by: Synaesthesia

665b42128ebc1JosiahJack

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https://www.youtube.com/watch?v=eZlgmRn4m1I

Note that the radiation cannon attack at the end is unused in the original game...not sure if I'll add it in later, but twould be after the beta release anyways.
Acknowledged by: Synaesthesia
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https://www.dsogaming.com/news/citadel-is-an-open-source-fan-remake-of-the-first-system-shock-in-unity-5-engine/

According to its creator, the team needs to finish enemies (currently at 50% though most are only modeled [...]
So there actually IS an "I" in team. Who would have thought!
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I also just noticed FOV alteration when firing to make gunplay more visceral. Don't recall that being in the original. Nice job.

665b42128f30dJosiahJack

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Ah, the recoil yes.  It's actually a simple camera position lerp.  The original had the same type of camera movemet for recoil.  The original did more to shove the actual view angle around.  I currently just move it along the view normal.
Acknowledged by: Join

665b42128f70dJosiahJack

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So there actually IS an "I" in team. Who would have thought!
  For the models, enemies in particular, I must give bastardrodent credit for about 10 of them.  We also have had a couple other contributions to ammo models, and the flier bot.  I have all the credits in a file somewhere.
Acknowledged by: Marvin

665b42128f8f4Synaesthesia

  • Company: Night Dive Studios
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I'm totally onboard with overhauling the graphics in this game as soon as the beta is out. I need a new project. :)

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