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edits
(→New/revised scenarios: a note of apology on my Ghost script idea (http://www.merriam-webster.com/dictionary/apology, meaning 1)) |
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==Upgraded content== | ==Upgraded content== | ||
;Textures | |||
High-resolution textures are highly welcome. --'''geyser''' | High-resolution textures are highly welcome. --'''geyser''' | ||
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Another challenge is to add reflectivity channels to all the "metallic" parts (characters, objects, environment). --'''geyser''' | Another challenge is to add reflectivity channels to all the "metallic" parts (characters, objects, environment). --'''geyser''' | ||
;Precipitation | |||
What can we do with precipitation? The only precip. we see in the game is snow in the last level. What a tease! Can/should we add snow to other levels, or can we add new kinds of precip. like rain/sleet? --'''Iritscen''' | What can we do with precipitation? The only precip. we see in the game is snow in the last level. What a tease! Can/should we add snow to other levels, or can we add new kinds of precip. like rain/sleet? --'''Iritscen''' | ||
==Retrograded content== | ==Retrograded content== | ||
It's hard not to notice that some stuff looked better pre-beta. Let's make a list and see if we can turn back time to give Oni back some of the pretty stuff it used to have. Look at the "Pre-beta content" page's screenshots for ideas, there's a heckuvalot of | It's hard not to notice that some stuff looked better pre-beta. Let's make a list and see if we can turn back time to give Oni back some of the pretty stuff it used to have. Look at the "Pre-beta content" page's screenshots for ideas, there's a heckuvalot of thing to remark upon there. | ||
;Models & textures | |||
Muro's face was a lot nicer back when they made the 1999 trailer. --'''geyser''' | Muro's face was a lot nicer back when they made the 1999 trailer. --'''geyser''' | ||
Barely visible in [http://geyser.oni2.net/genesis/screenshots/manplant/ot2_manplant1.jpg this] shot from the trailer is a totally different wall down in the lobby. The lights actually cast light on the wall, as opposed to now, and generally the whole area is just 100 times better- | One can also see animated terminal screens in the trailer. That's currently very doable if you ask me. --'''Iritscen''' | ||
;Lighting | |||
Barely visible in [http://geyser.oni2.net/genesis/screenshots/manplant/ot2_manplant1.jpg this] shot from the trailer is a totally different wall down in the lobby. The lights actually cast light on the wall, as opposed to now, and generally the whole area is just 100 times better-looking than it is now (maybe I will get a comparison shot up here at some point). Can this be done with vertex lighting or some other means that doesn't involve re-writing the engine? --'''Iritscen''' | |||
[[:Image:Genesis_Level3_7.jpg|This]] is a beautiful shot of the early Lab. It shows just how good baked lighting can look. Now, I'm not saying we try to make the Lab look this way, because obviously the Lab is now seen in the daytime, not at night, but it shows what should be possible, particularly at night. --'''Iritscen''' | |||
;Weapons | |||
Some people have noticed that there are some different weapons in some early art and/or screenshots. Want to bring those up here? --'''Iritscen''' | Some people have noticed that there are some different weapons in some early art and/or screenshots. Want to bring those up here? --'''Iritscen''' | ||
One thing I can definitely see was different is the gun used [[:Image:Genesis_Level8_5.jpg|here]]; it's also got a laser sight! --'''Iritscen''' | One thing I can definitely see was different is the gun used [[:Image:Genesis_Level8_5.jpg|here]]; it's also got a laser sight! --'''Iritscen''' | ||
;General | |||
TCTF HQ looked [[:Image:Genesis_Level8_9.jpg|crazy better]] at one time; look at those sweet railings! --'''Iritscen''' by way of '''geyser''' | TCTF HQ looked [[:Image:Genesis_Level8_9.jpg|crazy better]] at one time; look at those sweet railings! --'''Iritscen''' by way of '''geyser''' | ||
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Feast your eyes on the comparisons made here and tell me which looks better, the left or the right: [[Pre-beta_content#Syndicate_Mountain_Compound]]. Should we even be surprised at this point that the left is the pre-beta version? --'''Iritscen''' by way of '''geyser''' | Feast your eyes on the comparisons made here and tell me which looks better, the left or the right: [[Pre-beta_content#Syndicate_Mountain_Compound]]. Should we even be surprised at this point that the left is the pre-beta version? --'''Iritscen''' by way of '''geyser''' | ||
;Mapping | |||
Someone really ambitious could try to recreate the missing levels that were in the pre-beta, if only for testing at the time, because there's some interesting designs there: [[Pre-beta_content#Pre-beta_levels]]. --'''Iritscen''' | Someone really ambitious could try to recreate the missing levels that were in the pre-beta, if only for testing at the time, because there's some interesting designs there: [[Pre-beta_content#Pre-beta_levels]]. --'''Iritscen''' | ||
==New animations== | ==New animations== | ||
;Hi-yah! | |||
Anyone want to try their hands at animations? New ones, not tweaked ones? How about giving Konoko some authentic martial arts moves? (Maybe more on this later.) --'''Iritscen''' | Anyone want to try their hands at animations? New ones, not tweaked ones? How about giving Konoko some authentic martial arts moves? (Maybe more on this later.) --'''Iritscen''' | ||
==New characters== | ==New characters== | ||
Oni characters have a modular design one can take advantage of, by "swapping bones" and authoring all-new textures. | ;Ideas from geyser | ||
Oni characters have a modular design one can take advantage of, by "swapping bones" and authoring all-new textures. One can thus create entities more or less closely related to Oni's original ones, possibly with new storyline roles (Ninja Comguys, BGI executives, cyborg enforcers, WCG troops... you name it: it's almost easy - if you're creative). --'''geyser''' | |||
One can thus create entities more or less closely related to Oni's original ones, possibly with new storyline roles (Ninja Comguys, BGI executives, cyborg enforcers, WCG troops... you name it: it's almost easy - if you're creative). --'''geyser''' | |||
==New/revised scenarios== | ==New/revised scenarios== | ||
Reshuffled or upgraded binaries are worthless without some genuinely inventive level logic. | "Reshuffled or upgraded binaries are worthless without some genuinely inventive level logic." - geyser | ||
;Taking advantage of savepoint slots | |||
For one thing, Oni's levels allow for 10 savepoints each, which allows: | For one thing, Oni's levels allow for 10 savepoints each, which allows: | ||
*either for more savepoints throughout a mission (possibly a lot harder) | *either for more savepoints throughout a mission (possibly a lot harder) | ||
*or savepoints that "revisit" a level (alternate missions and storylines) | *or savepoints that "revisit" a level (alternate missions and storylines) | ||
*or non-mission savepoints like [[Oni Team Arena]] (and other such things) --'''geyser''' | *or non-mission savepoints like [[Oni Team Arena]] (and other such things) --'''geyser''' | ||
;Ghost possession | ;Ghost possession | ||
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riddles for engine patchers: | riddles for engine patchers: | ||
;Dynamic holstering | |||
:Combat situation and owner's weapon based. Customized for each weapon. That means: | :Combat situation and owner's weapon based. Customized for each weapon. That means: | ||
:-new flags in [[CMBT]] file. It has "melee override" so far, used values are 0,1,2 (cancelled),3,4,5. New values should be counterparts of these ( long (6) medium (7), short(8) ), but causing AI to holster/unholster weapon rather than switching melee/weapon stance. | :-new flags in [[CMBT]] file. It has "melee override" so far, used values are 0,1,2 (cancelled),3,4,5. New values should be counterparts of these ( long (6) medium (7), short(8) ), but causing AI to holster/unholster weapon rather than switching melee/weapon stance. | ||
:-new flag in [[ONWC]] file. Currently there are some (appearently) unused flag bits which should be used for this. | :-new flag in [[ONWC]] file. Currently there are some (appearently) unused flag bits which should be used for this. | ||
::-Add new flag. Weapon with this flag causes AI which wields this weapon to unholster when focused enemy is knockdowned, even if it is in range where our AI should have weapon holstered according to [[CMBT]]. Holster again when focused enemy goes into any different animation than knockdowned, blownuped or lying (so AI holsters as enemy tries to getup). | ::-Add new flag. Weapon with this flag causes AI which wields this weapon to unholster when focused enemy is knockdowned, even if it is in range where our AI should have weapon holstered according to [[CMBT]]. Holster again when focused enemy goes into any different animation than knockdowned, blownuped or lying (so AI holsters as enemy tries to getup). -- '''Loser''' | ||
:::I don't understand some of what you propose above, it's very brief and technical; are you saying that you want AI to be able to shoot someone when they've been knocked down? | |||
:::I may not understand what you wrote, but it made me wish, for the first time, that ''I'' could unholster a weapon while knocked down, and shoot the enemy before I got up. That would be an awesome combat technique. Characters already have a small arc of rotation when on the ground, for some reason, so what if they had a gun in their hands and could aim with a vertical arc from the ground to the ceiling, and with a limited horizontal arc similar to what they seem to have already? --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET) | |||
::::Brilliant idea !!! Somebody should check whether it is possible. Sorry, I cannot...x_X | |||
::::About that you don't understand: old wish of mine. Three wishes in fact. | |||
:::*1) You see AI character. Unarmed. You run to fight it (no stealth killing). AI2 hears you when you are still quite far, turns, UNHOLSTERS ITS MERCURY BOW (or any other weapon) and....^_^. | |||
:::*2) You see AI shooting at you with w3_phr. You dodge shots while approaching this enemy, but at certain distance, AI HOLSTERS ITS WEAPON (not holding it in hand) and fights with you. If you try to run away or somehow you cross requred distance, AI unholsters and fires again. | |||
:::*3) You fight with AI from case 2). This AI manages to knockdown you. Now when you enter knockdown animation, AI automaticaly unholsters its weapon and fires at you. You get up as quickly as possible. The moment you start getting up, AI holsters and continues fighting you with MELEE. -- Loser | |||
:::::Ah, I see, that is a good idea. --[[User:Iritscen|iritscen]] 20:45, 13 November 2008 (CET) | |||
;Smart jumping | |||
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== | ||
;Patrol paths | |||
It is also essential to set up innovative patrol paths (redeeming stealth). --'''geyser''' | |||
;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? -- | 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''' |