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Modding brainstorms: Difference between revisions

adding some things from the AE requests page that I think were making it a bit overwhelming, let's keep them here for consideration
(→‎AI improvements: i guess this won't be redundant of "AE:Bug-fix and feature requests" until I write the exact same comments in both places, but when *that* happens i'll be very upset...)
(adding some things from the AE requests page that I think were making it a bit overwhelming, let's keep them here for consideration)
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==AI improvements==
==AI improvements==
;Patrol paths
It is also essential to set up innovative patrol paths (redeeming stealth). --'''geyser'''
;Ninja dodging
;Ninja dodging
I don't know if [http://geyser.oni2.net/genesis/screenshots/_oni_07.jpg this] was a "manufactured" shot or not, but it's still awesome. Now, Loser has already gotten basic dodging working; what would it take to specifically get ninjas to either "ninja-slide" or jump as a form of dodging fire? Also, that jumping dude is ''really'' jumping. How would the game play out if the ninjas actually did have greater leaping ability than Konoko? It would make sense, wouldn't it? Especially if they're androids as ''some'' people like to think ;-) --'''Iritscen'''
I don't know if [http://geyser.oni2.net/genesis/screenshots/_oni_07.jpg this] was a "manufactured" shot or not, but it's still awesome. Now, Loser has already gotten basic dodging working; what would it take to specifically get ninjas to either "ninja-slide" or jump as a form of dodging fire? Also, that jumping dude is ''really'' jumping. How would the game play out if the ninjas actually did have greater leaping ability than Konoko? It would make sense, wouldn't it? Especially if they're androids as ''some'' people like to think ;-) --'''Iritscen'''
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Add this as flag in ONCC. If set, this AI tries systematically (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy. -- '''Loser'''
Add this as flag in ONCC. If set, this AI tries systematically (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy. -- '''Loser'''


==Miscellaneous==
==Miscellaneous tweaks==
;Patrol paths
It is also essential to set up innovative patrol paths (redeeming stealth). --'''geyser'''
 
;Sneaking
;Sneaking
Ever since I first played Oni and was told by the game that I could not be heard while sneaking, it's bothered me that Konoko's heels still made just as much noise while crouch-walking as they did while walking or running. ''Click-clack, click-clack'', all day every day. That makes no sense! Am I the only person who's annoyed by this? The only question is, how hard is it to fix? --'''Iritscen'''
Ever since I first played Oni and was told by the game that I could not be heard while sneaking, it's bothered me that Konoko's heels still made just as much noise while crouch-walking as they did while walking or running. ''Click-clack, click-clack'', all day every day. That makes no sense! Am I the only person who's annoyed by this? The only question is, how hard is it to fix? --'''Iritscen'''
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;Click-clack
;Click-clack
A more general problem is that the Medium and Heavy variants don't sound softer than Konoko's footsteps, as if all the footwear had very hard soles, not rubber or plastic. The only way to fix this is to add some [[Impt]], extend the [[ONIE]], adapt [[ONCC]], and tweak/(re)author [[OSBD]] and/or [[SNDD]]. --[[User:Geyser|geyser]] 13:13, 14 November 2008 (CET)
A more general problem is that the Medium and Heavy variants don't sound softer than Konoko's footsteps, as if all the footwear had very hard soles, not rubber or plastic. The only way to fix this is to add some [[Impt]], extend the [[ONIE]], adapt [[ONCC]], and tweak/(re)author [[OSBD]] and/or [[SNDD]]. --[[User:Geyser|geyser]] 13:13, 14 November 2008 (CET)
;Unlocking the first door
The very first door-unlocking console in the first room in {{C|1}}: why does it not show the door unlocking? This was confusing for me as a newbie ("What did I just do? Let me wander around and try to notice that a tiny light changed color.") and still doesn't make any sense. I mean, they don't even tell you in training that doors can be unlocked by consoles! All the other doors are scrupulously shown unlocking when you use the appropriate consoles, even when they're like five feet away from you, but yet the very first one isn't shown unlocking. --'''Iritscen
:(How typically verbose...) This scene indeed deserves a custom [[OBAN]] and/or a specific door-unlocking sound. However, you shouldn't exaggerate the confusion of the first-timers; clear message if they overlook the console and go straight to the door, only one way out anyway, perfectly explicit door-unlocking soon afterwards... --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
;Smart alarm behaviour
Loser wanted to make the AI attack you even when trying to get to an alert console.  I don't think he made any changes in that regard yet, but I was chasing down a ninja Comguy who wanted to push the alert button, and when I got in his way, he *did* attack me. I think that further increasing the likeliness of the AI to attack you while in run-for-alert-console mode is not necessary, and maybe even a bad idea, since they can now dash as fast as Konoko, and so it's much more exciting/frightening when they run for the console. Staying and fighting would make them less of a threat, really, since after pressing the button they will fight you anyway and then you will also have other problems to deal with too. So I vote for "no change" in this regard. --'''Iritscen
:"This is a mistake". The point of Loser's aproach is that AI will interrupt their console-running job only when the player is about to take advantage of them (e.g., tackle them - Konoko still dashes faster than anyone except for Ninjas - or backbreak them at the console). They will then resume running as soon as they've put some distance between them and the player (e.g., by knocking the player down and/or retreating). This should much more consistent than the way it happens with the original AI: if you force a console-running AI to fight back, they typically won't resume the alarm-running job when they have the chance. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
::I dislike the current console behavior. You can just backbreak them as they use the console. Not sure what the best fix is though. [[User:Gumby|Gumby]] 06:12, 22 September 2008 (CEST)
;Superfluous fly-ins
Why on earth does Oni use fly-ins when the characters are <u>onscreen</u>? Times when it's not okay include the Muro-Barabus cutscene in Ch. 2: they're <u>right</u> there in front of us, but also have their portraits in the corners. Blah. If you say, "Well, this lets us see them better", (a) we don't need to be reminded that Muro doesn't look like his portrait, at least until he's fixed, and (b) the smart way to show us what they look like is to use close camera angles, not just hanging back and showing them from a distance; portraits are superfluous. On the other hand, a time when it's definitely okay: opening cutscene for Ch. 2, when Konoko's teeth-gritting portrait is shown as the ambush begins. See, that's a good use of portraits. --'''Iritscen
:See, that's a bad bug-fix and feature request. Subjective/ironic (does (a) even look like an argument?), and awfully unspecific for its game-wide scope. Blah. The current approach may be flawed, but it is systematic: lips don't move, body language is limited, so every line of dialogue is considered a voiceover. The only consistent substitute would mean a full-scale change of design (for example, the fly-ins could be elaborate comic/manga panels contributing to the composition of the scene, rather than sketchy miniatures in a corner). Also, using "close camera angles" on Muro or anyone is a bad idea "until he's fixed": as long as the textures are posterized and there's nothing in terms of facial animation, the best bet IMO is to keep the camera far away from the characters or in their backs, and to complement those shots with fly-ins. Anyway, your request struck me as half-baked.  --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)