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Thread: System Shock Remake Demo Available Tomorrow

  1. #51
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by henke View Post
    The pixelated textures are a way bolder choice.
    "Bold" does not automatically equate to "good". In fact in most cases it does not.

    SS1 is supposed to be an immersive sim. Shoving pixelated textures into it is the opposite of immersive.

  2. #52
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Also not a fan of the pixelated textures. I already have the original game for that. I don't need them to keep reminding me that I'm playing a game.

  3. #53
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Build 3 is out (as of the 23rd):



    Stats for build 3:

    Pros:

    * Improved lighting
    * Improved enemy AI
    * Can now see cameras on the map

    Cons:

    * Enemies can see and attack through walls
    * Enemy pathfinding could use improvement. If the player is at a different height level to them, then they spaz out.
    * Quite a few rooms still could use better lighting
    Last edited by icemann; 24th Dec 2019 at 09:15.

  4. #54
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    New build is out. Changes:

    * Keyboard number keys can now be used for keypad entry.


  5. #55
    Member
    Registered: Dec 2000
    Location: New Atlanta, Sector 11, Building 71-G.
    Good, I always use the numpad for typing in the door codes.

  6. #56
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Looking forward to the System shock demo... TOMORROW! HAHAHA YOU WERE RIGHT ZYLONBANE THIS IS HILARIOUS

    HAPPY NEW YEAR EVERYONE

    Sent from my SM-G975F using Tapatalk

  7. #57
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Whenever the next build is up it should come with:

    * Direction-based damage indication on screen
    * Mouse wheel weapon selection

  8. #58
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Quote Originally Posted by icemann View Post
    * Direction-based damage indication on screen
    * Mouse wheel weapon selection
    Although you had none of those things in the original game

  9. #59
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Their going for the Doom approach.

  10. #60
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Doom 2016 is one of my favourite games and probably the best FPS I've played in years. But System Shock isn't a FPS.

  11. #61
    Member
    Registered: Sep 2001
    Location: Lockdown... if only
    The original game might have benefited from a directional damage indicator, because the keyboard look controls, combined with the graphics and sound of the day, made it a challenge to maintain situational awareness. I don't think it's needed in a modern version, where you can use more natural visual and auditory cues to indicate the player is being hit from behind.

    I don't see any reason not to have mouse wheel weapon selection though.

  12. #62
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    What visual cue would you use to show attacks from behind, if not a damage indicator? Players who are hard of hearing can't rely on audio, so for accessibility damage indicators are good.

    These are both good additions. Not being in the original game is no reason to exclude them, especially seeing as the original was clunky as fuck when it came to controls/UI. Plenty of room for improvement.

  13. #63
    Member
    Registered: Sep 2001
    Location: Lockdown... if only
    The visual cue I'm thinking about would come from camera movement. A short animation that looks like a reflex reaction to being hit. Instead of one basic camera shake for any kind of damage, the animation can be different depending on whether you're hit by a melee weapon or ranged weapon, whether you're hit from the front or back or side, and how hard of a hit it is. Combine one of these camera movements with an impact sound and grunt combination that's weapon-dependent. Use a real-time positional audio system to give direction to the impact sound and weapon firing sound. That's what I would like to see in an imm sim.

    I wouldn't oppose throwing in some old fashioned red mist if you need more visual cues, e.g. the whole screen tints red for a split second when hit from the front versus the periphery of the screen tints red when you are being attacked by something outside your FOV. But I don't like having some kind of directional light thingy popping up in the middle of the HUD used as the primary means of conveying where your attacker is. That's just lazy. Quake 1 did better than that. If you were getting hit in that game, you knew it.

  14. #64
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Build 5 is out as of today.



    Changes:

    * Mousewheel can be used to cycle equipped weapon
    * Tutorial / Tool tips for useable things. Toggable via options.
    * Improved lighting
    * Enemies attacking through walls fixed
    * Framerate drop when doing the puzzles fixed
    * Lots of little odds and ends (corpses, items etc) added throughout the level.
    * Random loot on enemies and corpses

  15. #65
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand
    Another demo has been released on Steam and GOG.

    Edit:
    They added cyborg assassins, it's not as choppy but there was one spot that was and it seems to be slightly brighter.
    Last edited by bob_doe_nz; 27th May 2020 at 23:45.

  16. #66
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia


    Had a play of it. Quite good overall.

  17. #67
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Holy crap that is some small text in the interface. Apparently Night Dive is assuming that everyone will be playing this on a 32" monitor.

  18. #68
    PC Gamering Smartey Man
    I <3 consoles and gamepads

    Registered: Aug 2007
    Location: New Zealand
    Quote Originally Posted by ZylonBane View Post
    Holy crap that is some small text in the interface. Apparently Night Dive is assuming that everyone will be playing this on a 32" monitor.
    Wow, you're alive.

    Go give them feedback directly.
    https://steamcommunity.com/app/482400/discussions/
    https://www.facebook.com/NightdiveStudios/
    https://twitter.com/NightdiveStudio
    https://twitter.com/pripyatbeast

  19. #69
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    New builds out:



    I noticed some frame rate drops in some places, but the fixes for various stuff are welcome. Lots of changes all over the place.

  20. #70
    Member
    Registered: Mar 2005
    Location: Netherlands
    icemann, quicksaving and quickloading don't seem to work. Can you confirm or does it work for you?

    Performance is decent for the 20 minutes I've played despite my older system.

  21. #71
    Member
    Registered: Sep 2001
    Location: Lockdown... if only
    Save was disabled for me.

    I noticed an occasional hiccup, but no drops in framerate. It did keep my GPU going 100% the whole time I played, even if I was just staring straight ahead.

    The game is looking more promising. But I'm 50/50 on the new ambient/dramatic background music vs. the old synth tracks. The original music was memorable and I still have some of those tracks stuck in my brain. The new sound was more atmospheric and foreboding, and it drew me in at first. But I'd get bored quickly if that's sustained throughout the game.

    I hope this gets finished.

  22. #72
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I could not access saving and loading. On my system and as you can see in the recent video I posted above, it seemed to drop a few frames when in combat.

  23. #73
    Zombified
    Registered: Sep 2004
    I didn't notice anything. because win7 support is broken.

  24. #74
    Member
    Registered: Sep 2001
    Location: Lockdown... if only
    Did the previous build work?

    I stuck with Win 7 as long as I could, but I caved and took the free upgrade a few months ago. I didn't want to go without security patches.

  25. #75
    Member
    Registered: Mar 2001
    Location: Ireland
    The previous build worked in Windows 7.
    They clearly updated to the Unreal Engine 4.25 from a previous version, as this is a bug in the latest version. Fault is on Epic, not Night Dive.

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