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Belceburro

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  1. And... think of a "Light arrow" that works as a lantern while holding in hand before shooting it. And it could be fired and stick to a wall so it could be like a torch and last for a while.
  2. Getting inside the skin of Garret i would prefer relaying the ability of "lighten" a room to his mechanical eye. I think it would be more inmersive to let Garret see more "ambient light" because he has a mechanical eye that allow him to it, rather than providing him a lantern. We could think of giving him a "limited night vision". I just cant imagine a thief who is always living between shadows in need of a lantern. But well, it is my opinion.
  3. Spark, do you mean there is no way by the moment to access the light position and properties? D3 hides it to coders?
  4. You're truly right IMHO. C# and new .NET architecture is intended to counterstrike Java. Microsoft had to develop a virtual machine system to compete enough. C# is just a "new" "language" (or if I have got to be correct, is just a parser to .NET intermediate language) with the properties of Java (and more) and the syntax close to C++, so C programmers will find easy to learn it and to develop non-required-efficiency programs at minimum cost and expending the less time possible. .NET also increases this feeling to the point that you can program in 15 different languages and integrate them together in a single application, because they have ported Foltran, Basic and some others to .NET. So it has its benefits. Also in computer engineering the "efficiency of your algorithm" is thousand times more determinant to the results you can get by optimizing the code to fit your machine. But of course, once you've got good and fast algorithms, using a well-know and extended language such as C helps a lot to optimize the final application. I conclude that C# or Java are good enough if you want to create an Enterprise application at minimum cost at time, but if you want to make a game, you've got to drain every computing cicle of your machine. Maybe in the future C# or Java accomplish better performance with newer tools than C, but I think this will not happen. I'm experienced in C# and I find it so high-level, speed up and comfortable that I nearly always get bad-coding . I found that when I program in Java I structure the code better and I got the code more robust and maintenable. But maybe it is me
  5. That's what i was saying when i first posted. We should decide if it damages gameplay, and if does not, if it shall be pointed only for the highest level of difficulty.
  6. Hehe, that's sure is realistic But that's the way it works, we are expectant of your amazing work and want to help providing new ideas. Sure you can disregard it if you consider they're not good enough... in fact it is your game
  7. I agree, maybe we can suppose the arrow contains a releasing mechanism that must be triggered from the arrow itself, so it is not possible to release it pulling the rope. Also I agree to fix maximum length of the rope. And concerning the reaction to the rope by the AI, it should be taken as an evidence of there is someone sneaking around, so they should react as if they found a corpse. Servants maybe only must find it strange and go find reinforcements but in a more patient way. Finding a moss arrow in the middle of a room must be also strong evidence of your presence .
  8. Ok, I'll correct myself : Being reallistic at expense of gameplay is a truly bad idea, but you can consider simulating this effect maybe increasing the sight angle of the AI (only in higher difficulty levels of course). If you plan creating difficulty levels, sure you can offer a more realistic approach at higher level, IMO. Maybe it is me, but i bore when i sneak and see the lack of perception the AI has and how innatural excelent perception it has when is alerted. This dramatical change affects my gameplay experience, because it appears that there is no diffence in perception of the "drunken" AI and the "unaware". Maybe the suggested approach will not be triggering the AI if you are moving at his lateral, maybe increasing chance of detection if you do it "near". Sure Garret has innatural ability of being cloacked but, i don't like the AI not spot me if I am at his side 30 cm breathing over his shoulder. I suggest if you find that a "great idea" crushes gameplay, but still worth it, then consider making available to the higher level of difficulty only . Another thing is that sneaking ability is related directly to the architecture of the map. If you are moving inside a room plenty of statues or columns, you can hide behind easily than just standing in the middle of an empty room. Maybe the fast and easy way to improve gameplay and also realistic, is to increase chance of detection (and show it in the light gem) if you're not stick to a wall or object. I think this does not craps gameplay and improves the way a thief moves: sticking to walls . Lastly... any one can tell me why you can kill a AI with one Headshot when it is unaware and you need 3 or 5 headshots when it is alerted? . Ok, ok i see realistic = not funny
  9. One of the things that annoy me in all the thief-like games I played before was the lack of peripheral vision of the AI. Humans develop peripheral vision in the first stages of life, which allows us to see high movement in the corner of eyes, just like a reaction to an agression coming from the flank. In fact, we can detect more easily the movement at the corner of eyes than in the center. I've never seen AI reacting like this and it takes out a lot of realism from my point of view. I suggest increasing the chance of triggering AI when the thief is moving and the line of view to the AI is lateral or nearly lateral. It should get a couple of lines of coding and i guess it can be easily added to the triggering routine you already got without spending lots of CPU. Again, I'm surprised of your really nice work. Keep on coding this mod. You're great!!
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