Nigezu - Thanks! I'm glad you liked the original (which was actually V3)--V4 is by far the most advanced and interesting, I think it goes to show that someone who's a no-hoper at scripting, modelling and texturing can still make a good game with a community to turn to when in need (of course, I'm not necessarily being modest--I
think this new version is good, but we'll have to see
Keith - I sure am back! It was actually funny how I left--I sort of told myself "Meh, I'll go back in a week", but that week turned into a month, which turned into two, which turned into however long I was gone. Then, I was looking through some things to delete (I oddly had 156 of my 160GB Hard drive used up (ends up it was a whole bunch of recorded TV that I'd never watched)) when I came across FPSC again and thought "Hm, maybe I should take a look at how the level is"... Then, I couldn't stop and was having too much fun, so I decided it was time to come back.
OnePost - See, I would double or triple the amount of doors in the picture, but I don't think it's overwhelmingly necessary--you see that area for about 5 seconds in the opening cutscene, and that picture in the painting room (which is why it is in the day). Plus, are there normally multiple entrance doors to an estate at the front? I would've used double doors, but, well... there are none!
The script was to play a cutscene when the enemy is killed, simple as that. It is probably fairly simple, but then that was my first actual go at editing a real script for a real, proper purpose.
If you want some more AI to do, then, if you have any spare time on your hands would you be able to help me with something? It's fairly simple, and I did it myself, but I have no idea if it works--it is an edit of the HL2 Zombie script found with Bond1's FPSC zombie model. Essentially, my plan on fixing the "error" of enemies not being able to walk up staircases unless you were both standing at one end of it was to make the "followplr" command run if the player was out of a reasonable range--this is what I have:
;Artificial Intelligence Script
;Header
desc = Zombie Follow and Slash
;Triggers
:state=0,plrdistwithin=300:state=1
:state=1,plrdistfurther=40:rotatetoplr,movefore=2,animate=2
:state=1,plrdistfurther=300,plrdistwithin=500:followplr,animate=2
:state=1,plrdistfurther=500:animate=1,state=0
:state=1,plrdistwithin=40,rateoffire:rotateplr,animate=92,plraddhealth=-20
It didn't
seem to work, so you know. It's in no way necessary and I'm not pressuring you, but if you get the chance, I'd appreciate it a lot.
Now for a question, for all of you. See, I decided when creating this level that I wanted to reward people for being extra curious about their surroundings, and really exploring. Because of this, I added the "reward zone" mentioned yesterday, along with the newest cutscene-enemy mentioned in my last post (to add to the difficulty of finding him, I slightly altered Uman's zoneactivate1.fpi so you need to press Use to trigger it). See, I really personally like this new cutscene enemy's introduction, and I'm questioning whether I should leave it as a choice to do and hard to find, or make it an automatically triggered cutscene (and therefore, necssary to complete).
In much shorter terms: Would you guys rather have this enemy only there for the curious and therefore be rewarded for it, or make it an objective of sorts that needs to be faced off against? Remember, if it's necessary, there won't be a reward for it. So, if you could get back to me on that, I'd be greatful. I suppose if it did end up being an objective, I would make up for it with another secret.
Not long to go now! I would post some screenshots and such, but I really want the "big day" to be just that, big. I'll have the full demo, a ton of screenshots, and a trailer that I'm preping at the moment. It'll be big! Filefront still isn't online yet, but I suspect that the new demo will be online sometime soon, probably in the next two or three days (like I said in my last post). Let's hope I can actually
keep the date this time!
EDIT: One thing I've noted through testing the new demo myself is that the framerate appears to be a
lot better than in the previous demo, mainly because I opted for less physics objects and less lighting as such. Strangly, the only room with apparent slowdown is the (fairly small) dining room, which just won't seem to get faster--I've even made it so there are zero dynamic objects (apart from a flame decal), and no lighting, but it doesn't go any faster. At all.
Evil has a new name.