ZikShadow wrote: ↑Fri May 05, 2023 10:04 pm
Played through the single map the other day, very promising stuff. I really like how faithful the map is, and how HDest's mechanics lending really well for a SShock-esque experience. Almost makes me wish it'd lean more into it, though I understand why not. Stuff like zerkpacks or doorbusters (maybe the plastiques could count?) would probably make navigating Citadel very strange, indeed.
Yeah, I've thought about trying to make the HD mechanics work, but my vision for this is more or less a straight recreation of the original game. If I do add in compatibility with HDest's mechanics, it's going to be much further down the line.
Also liked the view sprites that are cobbled up for the mod. As much as I loved SShock1, the weapon sprites leave much to be desired, often being recolored cylinders. I suppose an alternative interpretation would be that Citadel SShock1 fan remake that recreates all the classic weapons in 3D and uses them for their view models, but that'd probably require one to either learn Unity dev to cheat all the weapons in and study them or play the whole game while keeping track of all the weapons.
I drew the weapons myself. I started with the view sprites from the original game (which are literally just the ends of the gun barrels) and extended them downwards based on the pickup sprites, then layered the hands on. I don't consider myself much of an artist so it's heartening to hear they're at least passable.
Appreciate not cutting out any weapons unlike a certain remake.
lol yea
Did found the new sound design choices to be a bit odd. The sound quality dissonance felt very off when you got sound effects that came straight from SShock1 right next to ones that sound significantly higher in quality. Very noticeable with the Sparq when you use the primary vs overcharge. Unless you intend to revamp the entire sound design from SShock1, which is quite a monumental task (not even going into non-sound library stuff like all the audio logs or SHODAN), I'm not sure how one would tackle that issue without resorting to audio upscalers.
To be fair, the original sfx are a mixed bag in terms of quality too lol
I'm still waffling on redoing the sound effects for everything. I kind of like the idea of trying to recreate them from scratch, but you're right, it would be a huge undertaking - especially to try to recreate the organic enemy sounds. Robot sfx can be replicated with software synths, but the speech, screeches and other organic noises would be much more difficult.
Fun fact: Some of the new sounds are actually the original sound effects with other sfx layered in to give them a bit more depth and fidelity.
As far as audio logs and messages go, I haven't really thought about them that much. I wonder if I could get away with using the original sound files anyway and explain it away with some sort of in-universe excuse, like they're being played through a small speaker or something. Though it's more likely the neural interface is playing the sounds directly in the hacker's head... Hmm. Something to think about, anyway.
Thanks for playing! I appreciate the feedback.