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Post Posted: 30 Jun 2020, 02:04
Post Posted: 30 Jun 2020, 08:17
Semfry wrote:In the basement at the Nali village there are also some boxes you can get stuck behind (damage boosting aside), it's pretty easy to find so probably doesn't need images.
Semfry wrote:the ending felt a little abrupt, and it felt like there should have been a small escape sequence or something, especially as the level loops back near to the start anyway.
Semfry wrote:I didn't find it especially tough on Unreal...
Semfry wrote:(although the stealth enemies in open areas that make them visable way before they're a danger felt a little odd).
salsaSkaarj wrote:If the player goes past halfway that elevated ledge, the AI of the enemy makes them try to get near the player instead of following the path the player took.
Post Posted: 05 Jul 2020, 23:56
fashahhh wrote:Semfry wrote:(although the stealth enemies in open areas that make them visable way before they're a danger felt a little odd).I was hoping that the player would be preoccupied searching the bottom of the canyon rather than notice them right away. I couldn't have any enemies in plain sight from the top as they would be easy to pick off in the distance.
fashahhh wrote:salsaSkaarj wrote:If the player goes past halfway that elevated ledge, the AI of the enemy makes them try to get near the player instead of following the path the player took.Hmmm I didn't actually think of this. Looks like I may do a small update in the weekend to correct a few issues. I also noticed some enemies are triggering before they are supposed too, the final Behemoth comes to mind.
Post Posted: 06 Jul 2020, 18:36
salsaSkaarj wrote:Replayed the Boss area for testing purposes and apparently they do try to follow the player but get caught on the geometry preventing them to get up the sloping ledge.I think that even should they be able to follow the player up the ledge, the ledge is wide enough for the player to sidestep their fire and hold them back with flac, rockets and ASMD.Basically what makes the Boss fight easier than it should be is the fact that when he's triggered there's nothing preventing the player making an immediate run for the ledge.
Post Posted: 09 Jul 2020, 09:15
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