Mman wrote:I had a couple of bugs; the elevator the guy activates got blocked on the way down once and came back up again, but his AI for that had deactivated, leaving me stuck.
Yea, happens, trying to write a better script. A pawn that will guide a player no matter what happens. Maybe it'll work, we'll see.
Mman wrote:On the horizontal cart I managed to push the guy off (of course, that was partly intentional on my part

)
Don't do that...
Mman wrote:(for a solution that might work and be simple, maybe put an invisible wall mover that goes around the guy and follows the cart when it's active and disappears when he moves off so you can't push him).
A better way is to disable guy's actor collisions. Screw combinations with movers.
Mman wrote:Apparently the stats don't mean anything in this demo,
Apparently... Yea...
Mman wrote:but I think there should be some way to get health in the spacesuit [...] give out a health pack or two that works like the rations in Seven Bullets?
No, no health packs, only a girl with a needle
Mman wrote:A more robust dialog system (being able to tell whether someone can be talked to etc) would be nice,
Soon almost every friendly pawn you meet will have something to say. Like "Bagger off" for example.
At the moment the dialogue system is, maybe not better working, but more interactive. You can choose your answer and, depending on it, the scripted action follows. Though I won't use it here, in this compilation. Too many things would change.
Mman wrote:just when I was thinking how awesome it was going to be it ended, and it was pretty much just an intro to a bigger story.
Yup, that's true. At the beginning this level was intended to be an intro to another two levels. But didn't quite make it

The second was almost done, but it would have no sence without the third. And this way, it has... Well, technically.
