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21
Environmental Models and Textures / Re: Street Props
« Last post by atrblizzard on November 09, 2014, 12:04:18 am »
Great work as always, Iraito! The details on it is stunning with the added rust and metalness map. In the meantime, I've been keeping an eye on Unity 5's standard shader and apparently they went with a specular rather than metallic workflow. Shouldn't be too much of a problem to convert it to a specular workflow, nor implementing the metallic workflow since Unity 5 beta 12 also supports Surface Shaders through the standard shader inclusion.
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Suggestion Box / Expansion Pack Idea
« Last post by sansuni01 on November 08, 2014, 12:01:16 pm »
The game itself is being renewed and improved and that's really really great, but how about an optional expansion pack to refresh the game and to add more gameplay? I am not talking about anything too big like "lets visit another city", but rather few more quests, few more named characters and maybe one or two new locations.. And everything should be fitting to the lore and the original game.

I will throw away one example idea:

When you visit the Santa Monica parking lot for the first time, a cutscene plays, a biker chick enters the scene, she rides a motorcycle from the 70's, she wears a leather jacket and shirt that shows her belly, really really tall boots and a pair of really old biker goggles. Imagine her a bit like this:



She parks her bike and leaves for the beach and you wont see her again for a while. After finishing Santa Monica quests and returning to Santa Monica after a while, you can find her cursing in the parking lot where she originally parked her bike, but the bike is missing, it is stolen. At this point you can talk to her and learn that she is a vampire from the middle ages and she is from brujah clan. You can tell her that you wish to help her and she will ask you to find a friend of her in Chinatown who might have some info then to find her again in the Nocturne theatre, her friend is a gangrel and was a WWII spy before he turned. If you talk to him he will tell his name (Rick) and how he was a hunter before he started spying for the government. He will give you some information and then you will return to the biker chick, she will then join you as a companion. If you pass a speech check, she will tell you her name (Alena) and tell you a bit about her past and her brother, before she was turned, she traveled with her knight brother against her fathers wishes. Her father wanted her to never leave the house and marry a suitor of his choosing. One day while traveling, some villagers approached her brother and asked for his help, a mad man named Horeta was killing people in a nearby village for no reason and no one was able to stop him. Her brother left her in some inn and told her to stay there until he returned. She really wanted to go with her but after seeing how worried he was about her she accepted to stay. Days passed and her brother didn't return. She later learned that the village her brother went to was wiped out. She left the inn and searched for her brother for days, after all that searching she found the mad man instead of her brother and asked if he killed her brother or not, mad man told her that he didn't kill her brother but turned him, but he became more insane than any of his subjects because he hated the foul creature that he had became. She tried to kill him but he was too fast and too strong, he wounded her and left her to die alone under the sun. Just when she was about to give her last breath, some vampires from brujah clan happen to be passing by, she told them about the mad man and they turned her and told her about the vampires, how her brother turned into a malkavian and about his sanity. She spent the fallowing years searching for her brother. Always one step behind him."

After fallowing the lead given by Rick, you will find a vampire chick named Dasy, she is from 1940's, she is a malkavian and a fallower of Horeta. At this point, you can either fight her (and she is a tough nut to crack) or you can convince her with a speech check to tell you about whats going on. (if you convince her, she will become attached to you and become your companion, she will fallow you only on this quest, but you can ask her to stay at your haven. (much like Heather) She will do pretty much anything you want, but make sure not to piss her off, she may leave the haven and attack you when you least expect it.)  She will tell you that she has stolen Alena's bike herself for her master Horeta, her plan was to make sure that she wouldn't leave before the trap is set. Alena's brother is in Downtown with his master Horeta. (Let this place be the car repair place from the tutorial map) But the place is surrounded by Horeta's followers. If you go to the location she has given you, you will find Alena's brother who does not seem to recognize his sister. With the help of Alena (and if you have learned everything you can learn from Alena), you can talk him down and make him remember who he was and his sister. This will restore a small part of his sanity and he will become a companion. He is still quite insane, but at least now he will help you kill Horeta. Horeta is strong but not unbeatable. You kill him and get a pair of Colt 1911 which should be the only pistol you can dual wield.


It is a very rough idea, since i don't have much time to improve upon it, but what do you guys think? Wouldn't something like this with a little history and lore added freshen out the game?
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Suggestion Box / Re: Map Connectivity and Inconsistencies
« Last post by sansuni01 on November 08, 2014, 10:34:06 am »
Thank you very much for the reply Atrblizzard! :) I am glad you have liked it.

I see your point about the issues on combining some maps, but those can be solved one way or another I think. As for the Foxy Boxes building, the inside doesn't really fit the outside either does it.. From outside it looks like a regular building, but from inside it is a warehouse type of thing. (Not to mention that the height and the windows doesn't match) I really don't think Foxy boxes is where it is supposed to be. It feels like it would be better if some apartments were there for you to explore, especially if you were able to return to the place you were turned to learn more about your sire. No one ever seems talks about her/him. Why did she/he choose to turn you into a vampire? This could have added some more dept to the game. And maybe Foxy Boxes could be moved to the place it belongs. (wherever that place may be, perhaps ex-developers could answer that) Maybe Foxy Boxes could be moved to the building next to it. Without changing a lot.

Issues about Downtown started to bug me more and more after I noticed there are too many them, when you look at the whole thing, the map seems like a badly trimmed mess. It shows that it was supposed to be much much bigger and consistent than it is now, as the cutscene maps suggests, but what really went down is a mystery. If you could fill out that missing pieces by talking the ex-developers that would do the job nicely.

Again, thanks for answering. :)

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Environmental Models and Textures / Re: Street Props
« Last post by Iraito on November 08, 2014, 05:25:34 am »

Trashcan http://i.cubeupload.com/DC5Q5s.png

https://www.mediafire.com/?9f34ni5bhkmbya2
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Off Topic / Re: R&R: Current status on Development
« Last post by atrblizzard on November 05, 2014, 07:22:45 pm »
Thanks for the kind words everyone, and it's time for some good news, I'm slowly getting back into active development, so expect a lot of progress starting in the following days, at which I'm sure there's a lot of catching up to do .

As for Patreon and Kickstarter, those are out of question to make use of, as much as the community would like to help. Activision and CCP/WW will not allow their assets to be used by anyone for profit or gain without express written consent. The only thing we can accept are donations to help cover the costs of web hosting, dedicated servers and so on.
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Off Topic / Re: R&R: Current status on Development
« Last post by Joe England on November 02, 2014, 11:44:38 pm »
Yeah, get well soon and so forth.  I'm sure we certainly all hope that you take care of yourself first and foremost.  Can't rush these things.

Incidentally, if you were to have a Patreon campaign or Kickstarter set up I'm sure you'd receive a lot of support.  That might take some of the pressure off.
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Suggestion Box / Re: Clothes in the Game
« Last post by Joe England on October 29, 2014, 09:00:15 am »
Say, it occurred to me, if clothing stores are going to be in the game then one of them ought to be Blingo's.  Y'know, the urban wear shop mentioned in the Cyber Cafe's star registry.  Just a passing thought.
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Suggestion Box / Re: Map Connectivity and Inconsistencies
« Last post by atrblizzard on October 27, 2014, 07:44:25 pm »
Impressive list of inconsistencies there, Sansuni! Nice find on the Downtown discoveries, but before that I should begin pointing out the issues with some maps that are harder to combine to resolve such issues.

The haven in the beginning of the game is indeed above the Foxy Boxes floor, but the inner part is as big as the outer shell, leaving no place to add the haven, unless some dramatic changes are added.

It never really occured to me of the road issues in the Downtown, seen those blocks a thousand of times by now but didn't manage to pick up on the "oh wait how are they getting in then" part. Those modifications you've pointed out make a lot of sense, further extending the Downtown map.

But to be on the safe side, I'd like to contact one of the ex-developers of Troika and lead him through these suggestions. If anyone knows what really went down in 'Nam, it's be him. I'm pretty sure he would have a lot of ideas and reasons for such rather forced changes.
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Suggestion Box / Re: World of Darkness
« Last post by atrblizzard on October 27, 2014, 06:56:29 pm »
You know, I always felt like World of Darkness was more of an engine demo than anything, especially since the WoD team weren't allowed to fully work on it.

But on the bright side, with Unity 5 and its PBR support, we can create very impressive results, from realistic reflections on metals to global illumination and baked AO lightmaps. Santa Monica benefited a lot with Unity, being able to use proper dynamic shadow and keeping darker where it makes sense.

I'm very curious about the Chinatown map, it's easily one of my favorite map for its "colorful visuals" which would have stunning results with Unity 5, Bloom support and GI. I'll be most likely to post the benefits in both visual and otherwise regarding Unity 5 so everyone would know exactly what to expect and to end the "it looked better on Source" argument. Source could never do what Unity 4 can do with deferred rendering, but the real reason why it suffers is due to Beast lightmapping, which is still available in the current beta for legacy sake and will be permanently removed from the final release. I might be biased but a lot of the lights in the original game made no sense. A lot the places were too bright and without dynamic shadows (or baked on props) it's hard to achieve the same feel and look.

I really enjoyed the tech demo they had done for the engine and game. The water puddle can be done easily from the looks of it in a newer Unity 5 demonstration, same goes for the window, a parallax shader can easily make a fake yet believable interior.
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Environmental Models and Textures / Re: Street Props
« Last post by atrblizzard on October 27, 2014, 05:57:43 pm »
I prefer Blender and Maya over 3ds Max, especially with the new overhauled interface since a few updates ago and now the Pie menus. Way more flexible and easier to write scripts to IMO.
And I agree, anything can be done if you know the techniques and components, the tool updates are mostly just a new shortcut for making a few tasks easier without the need to do 3 things, but into one big component, like between Maya versions.

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