House Party Beta 0.4.0.0 (Updated 2/17/17)
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NTNgear
Rank 7
Joined: Mon Feb 11, 2013 12:49 am Posts: 32
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Yeah, I think some stronger hints on how to get rid of Frank would be good. I'd also like to know if it's possible to get the girl in the bathroom any alcohol. I gave her the phone from the safe, and I have the new rum & coke item in my inventory (hidden under the TV), but I can't seem to give the drink to her.
Another couple of suggestions I have:
1. Add the ability to "inspect" people even after they've ragdolled. In the case of Patrick, this could be a way of getting the red wine off him if you've had Frank beat him up too early. I'd also recommend updating Patrick's model so that he's visibly carrying the red wine in his other hand, both as a visual clue and for realism, as it's impossible for him to hide a whole glass wine bottle on his person (unless there's something he's not telling us).
2. Update the "inspect" interaction based on the storyline. For example, with the girl found in the mysterious room, the "inspect" dialogue will still mention her sitting in a room on her own even when she's standing in the bathroom waiting for a lesbian love affair. Another way to work around this would be to make the "inspect" dialogue more generic (which would avoid the need to update it based on the storyline).
Also, once you start tightening up the graphics, I think the game could really benefit from an SSAO shader and some dynamic shadows (you said you had the pro version right? so you should be able to use dynamic lights now).
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Sun Jan 17, 2016 9:48 pm |
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mistacorn
Rank 14
Joined: Wed Dec 23, 2015 11:02 pm Posts: 161
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NTNgear wrote: Yeah, I think some stronger hints on how to get rid of Frank would be good. I'd also like to know if it's possible to get the girl in the bathroom any alcohol. I gave her the phone from the safe, and I have the new rum & coke item in my inventory (hidden under the TV), but I can't seem to give the drink to her.
Another couple of suggestions I have:
1. Add the ability to "inspect" people even after they've ragdolled. In the case of Patrick, this could be a way of getting the red wine off him if you've had Frank beat him up too early. I'd also recommend updating Patrick's model so that he's visibly carrying the red wine in his other hand, both as a visual clue and for realism, as it's impossible for him to hide a whole glass wine bottle on his person (unless there's something he's not telling us).
2. Update the "inspect" interaction based on the storyline. For example, with the girl found in the mysterious room, the "inspect" dialogue will still mention her sitting in a room on her own even when she's standing in the bathroom waiting for a lesbian love affair. Another way to work around this would be to make the "inspect" dialogue more generic (which would avoid the need to update it based on the storyline).
Also, once you start tightening up the graphics, I think the game could really benefit from an SSAO shader and some dynamic shadows (you said you had the pro version right? so you should be able to use dynamic lights now). Great suggestions! I'm already using dynamic lighting and an anti-aliasing filter on the camera, but I was careful not to go too intense with it because remember the models are very high polycount, so I'm using most of the resources there. Same with the shadows. I had them enabled initially, but turned them off in favor of the high quality models. Ok, so here are a few hints to help with Frank: 1. You can only get rid of Frank at a specific point in the story line, specifically, after you've gotten into the garage. 2. You do use an interactive item to get rid of Frank, but not an inventory-able one. That should put you on the right path. Let me know if you're still stuck.
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Sun Jan 17, 2016 9:59 pm |
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Anaquis
Rank 15
Joined: Tue Oct 07, 2014 1:11 am Posts: 231
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The only item I have found in the garage is the bucket. It is interactive in that I can kick it around. using the bucket to trip frank is an option, but can't line up the shot because dismissing him returns him to the kitchen and while he is in follow mode, lining up anything won't happen. another alternative is to spill something on the floor, causing him to slip. perhaps the rum and coke.
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Sun Jan 17, 2016 10:52 pm |
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NTNgear
Rank 7
Joined: Mon Feb 11, 2013 12:49 am Posts: 32
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mistacorn wrote: I'm already using dynamic lighting and an anti-aliasing filter on the camera, but I was careful not to go too intense with it because remember the models are very high polycount, so I'm using most of the resources there. Same with the shadows. I had them enabled initially, but turned them off in favor of the high quality models. Admittedly i'm not familiar with this aspect of Unity, but you should be able to adjust the quality of your shadows (or disable them altogether) based on the Quality setting the player uses. You know, the bit in the launcher where you select from things like Fast, Great, or Fantastic. That way players with better machines can have both the high quality models and the shadows, will players on older/weaker machines can have just the high quality models.
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Sun Jan 17, 2016 10:58 pm |
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mistacorn
Rank 14
Joined: Wed Dec 23, 2015 11:02 pm Posts: 161
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Anaquis wrote: The only item I have found in the garage is the bucket. It is interactive in that I can kick it around. using the bucket to trip frank is an option, but can't line up the shot because dismissing him returns him to the kitchen and while he is in follow mode, lining up anything won't happen. another alternative is to spill something on the floor, causing him to slip. perhaps the rum and coke. You're overlooking a huge interactive item in the garage. 
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Mon Jan 18, 2016 2:37 am |
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mistacorn
Rank 14
Joined: Wed Dec 23, 2015 11:02 pm Posts: 161
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NTNgear wrote: Admittedly i'm not familiar with this aspect of Unity, but you should be able to adjust the quality of your shadows (or disable them altogether) based on the Quality setting the player uses. You know, the bit in the launcher where you select from things like Fast, Great, or Fantastic. That way players with better machines can have both the high quality models and the shadows, will players on older/weaker machines can have just the high quality models. Yes, you can. I just turned them off for the time being. I didn't know how taxing the game was going to get as I continued development on it, but so far so good. I haven't had too many people complain about the game chugging for them. I may add them back in at some point provided that keeps up. 
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Mon Jan 18, 2016 2:38 am |
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Anaquis
Rank 15
Joined: Tue Oct 07, 2014 1:11 am Posts: 231
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mistacorn wrote: Anaquis wrote: The only item I have found in the garage is the bucket. It is interactive in that I can kick it around. using the bucket to trip frank is an option, but can't line up the shot because dismissing him returns him to the kitchen and while he is in follow mode, lining up anything won't happen. another alternative is to spill something on the floor, causing him to slip. perhaps the rum and coke. You're overlooking a huge interactive item in the garage.  There's the door, but that can't be interacted with again once it is open. there are some sparky effects near it that could belong to another object, but nothing on or near the open door brings up a pie menu. I'm sure its one of those things that is so obvious as to what it is 
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Mon Jan 18, 2016 3:14 am |
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mistacorn
Rank 14
Joined: Wed Dec 23, 2015 11:02 pm Posts: 161
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Anaquis wrote: There's the door, but that can't be interacted with again once it is open. there are some sparky effects near it that could belong to another object, but nothing on or near the open door brings up a pie menu. I'm sure its one of those things that is so obvious as to what it is  Walk up to the shelves and click. 
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Mon Jan 18, 2016 3:24 am |
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Anaquis
Rank 15
Joined: Tue Oct 07, 2014 1:11 am Posts: 231
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Thanks for the info. This is where I would suggest a save option be implemented, so you can save before using the shelves. Success! Looking forward to seeing more of the story! 
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Mon Jan 18, 2016 4:07 am |
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mistacorn
Rank 14
Joined: Wed Dec 23, 2015 11:02 pm Posts: 161
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Anaquis wrote: Thanks for the info. This is where I would suggest a save option be implemented, so you can save before using the shelves. Success! Looking forward to seeing more of the story!  I do plan to get that in there soon.
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Mon Jan 18, 2016 3:20 pm |
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