Saya-chan wrote:Wait... you guys added custom screen shading? Damn that's what I gave up trying to implement...
DevilBlackDeath wrote:Reason is that the "save anytime" system is kind of cheapPut down some health on the boss without losing health -> save -> repeat over and over (load when losing too much health) and that becomes a piece of cake
I know because I used to do this, and this is WAY too easy, now I save only at the beginning of every level, and it actually brings some challenge without being cheap ^^ So here are my 2 cents. And it would actually enhance some projects. If not forcing the player to not save, I would at least like to see an option to turn quick save off (I still have the habits of hitting F5 sometimes, I have to refuse saving and that breaks my pace)
deathsong13 wrote:Saya-chan wrote:Wait... you guys added custom screen shading? Damn that's what I gave up trying to implement...
We haven't started that feature, what with all the Python. What problems did you run into?
deathsong13 wrote:[*] Hit locations (head shots, leg shots, etc.) natively supported rather than hacked in with custom damage types.
[*] "Paperdoll" sprites (maybe voxels?) that would allow you to say, define a base dude and then seventeen hairstyles and outfits which could be randomized at runtime.
Loki wrote:SidDoyle wrote:I think it shouldn't be too hard for any of us to agree that procedural content is becoming increasingly popular and revealing new ways to increase replayability and complexity.
Bingo. In fact, one thing I would love to do, eventually, is to add support for procedurally-generated BSP.
Saya-chan wrote:The source code being a major pain in the butt to work with is pretty much the only problem I ran into. :V
SidDoyle wrote:Actually, if you're interested in adding procedural content, there is something I may be more interested in even than procedurally generated BSP: procedurally generated actors.
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