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Baal

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Posts posted by Baal

  1. @Goldwell

    Put a few guards in there, set up patrol routes and playtest it yourself. That's the best way to make sure that what you're building is actually fun to play. Do it now! At once! I'm serious! :)

     

    Edit:

    What I would do is this: increase the light volumes and try to create hiding spots in the sharp shadows of objects and architecture. It is much more interesting when moving from cover to cover exposes you, instead of just walking along the edges of a light without danger. It can be tricky to set up correctly but it is worth it in my opinion.

    • Like 1
  2. Had a couple of items that I picked up thinking they were loot and dropped them they then went through the shelf ?

    I'm not sure what's the best way to fix that. Maybe the moveables in question are too close to the surface they clip through when you frob them and the physics become active.

     

    Where is the key to the chest in the "attic" above the library? I tried all the keys I had and the lock-picks, but could not open it.

    Slight hint:

     

    It's part of a secrete objective. There is a readable somewhere that gives some hints on that.

     

    More:

     

    The readable is somewhere in the captains quarters.

     

  3. Thanks again to everyone giving criticism, positive or negative. We can take it.

     

    @Obsttorte

    Always complaining, that's typisch deutsch. :) But don't worry, we don't mind. I agree with some of your points. I am not entirely happy with the readables myself and the evidence pieces are indeed somewhat randomly (from the players point of view) placed. The mission requires the player to be observant, and not just for the side objectives. That's an important part of the gameplay that most people, not everybody, seem to like.

     

    I don't agree to or understand your problems with the lighting. That's an aspect into which I put a lot of thought and effort. The harsh transitions between light and dark are fully intentional. I tried to make hiding spots clearly disinguishable and believable. You should always be able to judge visibility by the surrounding walls and floor. I thought we achieved this readability of the environment well enough.

     

    @Diego

    I like backtracking. But you are right in that an area can get tedious if you have to repeat it too often. But the map is pretty open and you have more than one way of proceeding most of the time.

  4. A question about path nodes and AI pathfinding for someone who knows the technical details about that:

     

    I'm having a problem with AI that "circle around" after they have been alerted and gone back to their patrol (they seem to only do that in alerted_idle but I'm not a hundred percent sure on that). I suspect the problem to be the "idle_only" spawnargs on a path node. There is a node on the route, that has two successors (a branch that joins back later). Only one of them has the "idle_only" spawnarg. Could that be the problem? I thought that should work since the other node is still reachable in alerted_idle.

  5. Two points I would add to that:

    • Try to build spaces that aren't immediately assessable (I didn't find a better word for this). Meaning that you can't see the entire room from any point of view. This makes exploring much more interesting. When you enter a room there should always be something around a corner or in some nook etc. that you have to investigate closer. You can achieve this with square rooms but more irregulare shapes help.
    • Utilise the 3rd dimension. Our thief is very agile and he can climb (even without a rope arrow), so you should give him lots of opportunities to do that. Raise the ceiling of your rooms (where it makes sense) and build rafters up there, for example.
    • Like 1
  6. predictable Ai

    The AI is different for every type of enemy. They get much more interesting later in the game.

     

    The other points are all true but not really important in my opinion. Rage's single redeeming feature is the gunplay and it does that perfectly. Keep going.

     

    Edit: I don't get why everybody complains about the texture quality. It is true that it's very blurry up close, but if you actually play the game, you will never notice that. The game looks absolutely beautiful otherwise. The maps are full of detail and you wont find a repeating texture anywhere.

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