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Objects Intereacting With Environment


BEAR

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I was playing an FM the other day, and it got me thinking about thief and its universe. I just love how insted of having somthing that can only happen 1 way, like pushing a button, they make many ways of hitting buttons, insted of the 1 standard walk up and smack it method. What are the plans for this(if any) in TDM? Well we be able to shoot them with broadheads/moss etc(assuming they will exist in some form)? Might you even take it farther by making ANY physical object capable of hitting buttons/moving leavers? Maybe even bodies of guards?

 

I just wonder because I grow tired of the closed in linear universe of so many games, where theres a leaver/button that isnt easy to get to, but it isnt really a leaver/button, its an object that can only be interacted with in 1 way, via activation through proximity or touch.

 

Thats one thing Ive always been interested with in gaming/computing. The idea of building a world that operates on basic principles, where there isnt really 1 way of doing anything. Where you dont have to wonder whether or not you can do somthing, apply the basic principles to it and anything that would work will. Buttons/leavers are a simple example but they serve the purpose well.

 

Another, slightly off topic question I had regards AI attention. I love in thief being able to use noisemaker arrows, but they have drawbacks(if you want it to be realistic). A guard would probably find this noisy ass arrow, and then realize without a doubt that there was a thief around. Are there any plans to make noise in general attract attention, not just noises from specific sources? I always thought it would be awsome if you could just throw somthing and it would cause a guard to go look, not in the "search" mode, but just in a curious non-threat mode, and after seeing the object, be on maybe a slightly higher state of suspicion, but not actually worried.

 

It just goes back to my thoughts about how I would like games to work, where you build a system basic enough that it can expand the possible playing styles/gameplay beyond what one could do by just coding every senerio one can think of.

 

I hope not too much of this has been discussed elsewhere, Ive been reading around on these forums a while unable to post because my registration was being silly.

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Stim/response can handle all of this. The same stim/response system was in Thief.

In Thief, you could already throw world objects like shovels, and the guard would go check it out without being in search mode.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Stim/response can handle all of this. The same stim/response system was in Thief.

In Thief, you could already throw world objects like shovels, and the guard would go check it out without being in search mode.

 

 

Really? I knew sometimes that they would get curious and start stalking around, but I didnt remember it making them actually go over to it without going into search, I thought I had tried that recently ;)

 

What about the rest of it? Any plans to put that into TDM?

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That's currently under development. Personally I also like to have worlds that are more interactive, then just the few handpicked items that are important for the gameplay. As such I love to see that games include more phsyicalized worlds into their gameplay, so that not everything has to be handcoded and selected purely on gameplay mechanic decisions. Of course this also means that it will put a bigger strain on your requirements. And as it is, with fanmade content. Not every map will take care that it will run on even the lowsliest machine that the original game supports. :)

Gerhard

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Stim/response can handle all of this. The same stim/response system was in Thief.

In Thief, you could already throw world objects like shovels, and the guard would go check it out without being in search mode.

 

Really? I specifically remember guards speaking such things as "Alright, Where are you?" and "Come out, Thief!" with the inception of any sort of audible, be it a loud footstep or even a thrown container of some sort. Perhaps in the actual game code there were certain levels of guard alert, but in the game's presentation it surely wasn't so.

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I distinctly remember throwing the shovel you find outside on the bank level to distract the guard away from the door which is right around the other side of the building. I was doing it when someone challenged me to ghost into the bank on expert without taking any tools, weapons or items (which is how I like to play the game)

Sometimes he doesn't do anything at all when you thow it, sometimes he says something, sometimes he goes into an alert search, and sometimes he wanders off toward the sound.

I guess it's got to do with exactly how close to him it lands, or how loud he hears it as.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I was doing it when someone challenged me to ghost into the bank on expert without taking any tools, weapons or items (which is how I like to play the game)

 

 

HA! Thought you had us fooled, huh? See, at this point Oddity would have accused anyone of NOT playing the game like him as being a drooling retard who should concentrate on learning to wipe his ass, not play video games. Who are you?!! What have you done with Oddity?!?! There will be justice!!! Hang on buddy, we're coming!! Is it an alien plant pod, or a doppelganger, let us know if you can!!

Edited by Maximius
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