Brett E

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Posts posted by Brett E


  1. I find it hard to believe that if the kid was white and had different name that there would be the same result.

     

    Also I think it's a damn shame that society has become so consumerist that objects which aren't wrapped in a nice neat shell are treated with suspicion.


  2. I don't think it needs a sequel either or a movie. I don't think a movie would enhance it but it would bring it to a wider audience which isn't a bad thing I don't really want it to happen though because of hollywood's track record with adaptations.

     

    Could be other characters elsewhere in the same world. I wish that more game series did that.

     

    That might work.


  3. They are still optional though :) You don't have to play them to do the main story missions.

    I've played a couple of them and they make things a bit more tense which is nice change but I have quite a low threshold for that stuff so probably won't play them all.

     

    I did C2W the other day and after just about managing to not get gunned down I'd taken out enough of the troops to get to the radio controls, then I wondered how I'd destroy it, guns would be too loud, I didn't have grenades but I'd picked up some anti-personnel mines so I thought I'd be clever and place them in the room so when guards wondered in they'd blow it up for me while I'd be twirling my moustache behind a rock at a safe distance. Well that's not quite what happened. I accidentally set off the mines myself said "oh shit" and half dead ran away as fast as possible, mercifully I wasn't seen and finished the mission :)


  4. Is it possible to reveal how the end-game works without story spoilers? Minor structure spoilers below in case you don't want anything to be revealed:

     

    Somehow, I was under the impression that mission 31 is "the ending" but sounds like there are several main missions after that. Do you have to do something special to unlock them or are they just normal missions that are shifted after the credits?

     

    Ending structure stuff which isn't really spoiling events but some may not want to see.

    That's the first ending, which is framed as the end of chapter 1. After that missions don't open up in the same way, you may need to do some side missions to open up more story missions, it's a bit odd. Mission 46 is the actual end and final mission although there's another mission before that which is really more of the end, 46 is like an epilogue, Again it's odd and not easy to explain without proper spoilers.

    To further cloud the issue, mission 51 was cut but they put the unfinished cut scenes and some explanations together into a video came on a second disc on PS4 but someone has put it up on youtube so you can watch that afterwards.


  5. Yeah I've been using a medium suppressor but anything better than that requires very high level teams. Almost every one of my staff is at least A+ and they range up to S++ but my teams are still in the low 40's. There's some developments that require teams of level 58, possibly even high although I think 60 is the max.

     

    Mission 43

    That mission hit hard. Yeah when they're lined up and consigned to their fate it could have had a cut scene where the boss mows them down but no, it makes you do it, one by one... brutal.

    All the while bloody Huey berating you, what a dick, fuck you Huey I don't want to be doing this.


  6. I'd also like to hear of good ways of taking out stunned/sleeping enemies because I don't like wasting suppressor on them. If the situation allows I'll kick them to wake them up, grab them and knifey-knifey or pick them up and take them somewhere that I can do that without alerting their comrades.


  7. Well I've been led to believe that it happens in places. It happened in my local cinema once but that was a group of French students I think, also it was WWZ so clapping seemed especially odd ;)

    Also I think some people clapped in a cinema in Denmark but the Danes I was with seemed to think that was a bit odd too so perhaps it's not normal there.

     

    Slightly more on topic, we don't have frats here in Britain and I'm very glad about that. I think the closest we have are societies which don't have their own buildings or anything like that. We have halls of residence which are basically dorms and we were aware that in ours it was all guys on the ground floor for the specific reason that if someone is gonna break in then it'll be that floor so this was a precaution to avoid sexual assault. Not a particularly comforting thought but we didn't dwell on it, we also had bars on the windows and a concierge plus campus security would patrol. I think the security was more because it was a bit of a rough city and you were more likely to be burgled that assaulted though. 


  8. Anyone know of good tutorials on lists? I've used arrays before but not much so the more beginner the better. I've watched the official video tutorial but it's a bit fast and doesn't go into much detail or structure.


  9. This seems a bit reaching but during a live stream someone from Naughty Dog said:

     

    "All the facial animation in the Uncharted series was led up by Eric, here," he begins, "and [on] the first The Last of Us. Uh, did I say the first The Last of Us?”

     

    It seems quite possible that they have prototyped a sequel but have not necessarily put it into production which would explain why they'd think in terms of "the first" and presumably "the second". 

    Full speculation here.


  10. iirc it was arrow keys to move, since there was no seperate look at that point the move direction would also have orientated the view and strafe would have been separate keys, possibly comma and full stop (period), fire was probably ctrl.

    WASD wasn't standard until some time later, I didn't play many shooters on PC in the 90's though so couldn't say when exactly. Also I don't it's really such an obvious choice when you think about it. You had arrow keys there already, it would have made sense to try and use those, WASD is staggered so makes less sense too. I assume at some point people got sick of uncomfortable positioning of their hands and the lack of additional keys around the arrows and looked for something else.


  11. Nope or at least I've not heard of one. 

     

    It's an issue as old as 3D Modelling itself. Sometimes people try to disguise the issues at the top and bottom by either making it a very blank area (which works for planets with ice caps well but not many other things. I think I've heard of decals being used over the poles too but that's not a very efficient method.

    Can I ask what you're trying to make?


  12. I completely agree; the problem is that for me, the minimalism of the original is part of what I find so appealing about it so I'd rather just leave it as-is than compromise the original design (though admittedly by rushing to make it, I've kinda already done that). There's some part of me that feels like preserving the original and putting it on new platforms is a public service, and that as long as the monetized parts are completely optional it's OK for me to profit off it in the service of making a great game available. Obviously though that's not legally the case and without being able to talk to the creator about how they feel about it, its unfair and kind of a moot point.

    While researching, I found a game called Orbital that might be one of the clones you're thinking of. It's $3 and acknowledges Gimme Friction Baby and Wouter Visser (the creator) in the app description, but also drastically change how it looks (it has a Geometry Wars vibe) and adds some mechanics. My read is that this is fine, and probably more generous to the creator than similar clones would be.

    I don't even know what constitutes due diligence here; I searched the name and found a lot of people with it, including several game developers (none of whom list Gimme Friction in their portfolios or elsewhere), and there's no contact information on the site it was first hosted on. I considered starting to message every Wouter Visser with a visible interest in games about it but felt kinda uncomfortable? Not a great excuse, but I felt like that wasn't a good approach.

    Anyway I don't actually know what I want out of this discussion, but it's something I've been thinking about a lot so thanks for wondering aloud about this with me.

     

    I don't have anything meaningful to add but yep Orbital is the one I played. It's interesting to hear how that game credits the original though.


  13. A Snorlax sanctuarycould be a false park plan consisting of multiple paths, roads, and critical bridges for them to sleep on, and the staff would just use different entrances to pop in and out. 

     

    :D