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Found 2 results

  1. I know oil flasks are not highly regarded in T3, as they introduce slapstick animations for AI, but this kind of access denial means could add interesting challenge if you can slip from some ledges and pipes. https://www.youtube.com/watch?v=b7D_X7CTlm8 Slippery surface is already available, but probably used only in frozen areas. Using special slippery paint make it easy for colour coding, like in e.g. Mirrors Edge, but red colour in this case should be repelling. Also it will raise suspicion with otherwise neutral guards if you are literally marked as a trespasser - reminds me of a police paintball ammo with hard to wash ink, so they can catch hooligans or cars later.
  2. Although the Dark Mod has already expanded the movement possibilities of the Thief games significantly, why couldn't there be more still? I actually got this idea from the atrocious poorly disguised loading screens that constantly hinder your progress in NuThief. I'm absolutely certain that a bunch of modders could program a better system than those so-called professionals in Canada, who were eager to sacrifice any amount of gameplay or control freedom, if it allowed them to implement body animations with even less effort. Usually in games, the player character has a cylindrical collider. Meaning that if he can't fit through something facing straight, he can't fit through at all. But what it we could simulate the character turning his body but facing forward with his head, seamlessly without any interference in the player's input or the character's movement? The idea is basically that if you come to a narrow passage, the game checks which side of the passage your view is pointed at. Either left or right. It's almost impossible to face 0° away from the surface normal, so your facing will fall under the category for left, or the one for right. When the player moves into the passage, the game orients the character's virtual body accordingly, and restricts the player's ability to turn the head based on which way the character is oriented in the passage. The player is also unable to crouch because that would take more horizontal space for the body. Now, when in this narrow passage, facing up and pressing forward would allow the player to slowly climb up the passage by leaning against the walls. The controls would be identical to climbing vines on a wall. If there is a window or ledge up there, the player could use the standard mantling key to climb up the wall that he's facing. The problem I could see with a system like this would be that players would have a hard time recognizing the possibility to do this kind of navigation in the levels. There isn't a ladder, or a piece of wood for a rope arrow. Just two walls close to one another.
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