ShadowZ wrote:Okay
Any idea for inventory system? That's where you are going to start having problems there. It's crucial to understand main concepts and it's best to write down the whole scheme...
Next problem: Map generation (if you want to make random maps). I gave up on rewriting blitz crapcode, its no use. You will have to plan your own algorithm there. Not to mention the section divisions (Heavy/Light containment zone, offices).
Do you have any experience with writing shaders? They are really usefull, to be honest I've learned a lot about those today while trying to recrate light halo that looks at least simmilar to the original SCP:CB
You will probably use them a lot if you want to make the game look good.
I like the idea of story mode. With more scripted events, more things to see. Like outlast
In my "port" Im trying to recreate the game first, then add my content.
So far you can pick up items and look and open the inventory and see them, but you can't interact with them just yet! xD I'll be working on that soon enough hopefully
Yeah that's exactly why I haven't worked on it yet, because I'd have no idea where to start with writing my own algorithm
Which is why it's not on my top priority list xD
I have not worked with shaders just yet! I really need to look into them, I just haven't taken the time to just yet!
That's exactly what i'm going for! Think of Fallout 3, every character has a backstory that is hinted throughout the game (For example, notes between 2 co-workers, various backstories to the scientists, etc) some of the backstories I already have planned out, the game will have a lot too it, to make up for the linear mode at first
I'm recreating the main mechanics, just the story mode will be slightly more linear than survival, it'll be more about the backstories and scripted events, survival mode will be more.. frantic? I can't think of the word, but it will be more unexpected events
Also I absolutely LOVE outlast so I guess that will be what it will end up similar to xD
Thanks again!