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Posts by sock

  • Q1 - In the Shadows

    • sock
    • July 29, 2013 at 3:12 PM

    This project is still alive but progress is very slow, hence no real updates in the last couple of months. Lots of work has been done in the background with the Quake code to include new monsters and more game design features like movable liquids and better particles effects.


    The main problem with the previous version of the mod is that the player had very little feedback on what was happening with stealth mode. The next version hopes to solve this problem with a new player weapon model, unique skins and various sound and particle effects. This should allow the player to visually understand what state the stealth system is in and why the monsters can/cannot see them.


    New player weapon model, The Shadow Axe

    [Blocked Image: http://www.simonoc.com/images/design/sp/its42l.jpg]

    ... with 5 sets of animations, 5 different skins to show amulet status, new swipe/amulet sounds and various blade particle effects.


    A quick teaser of things to come, a small brushwork interlude on the way to the crypt ...

    [Blocked Image: http://www.simonoc.com/images/design/sp/its43l.jpg]

  • Q1 - In the Shadows

    • sock
    • April 10, 2013 at 11:46 PM
    Quote from Kedhrin

    heh weird i JUST downloaded this 2 hours ago, btw, link on your first post to DL is broken (but works on the web page).

    Awesome, I have updated the links at the top of this thread. The latest version has not changed since January, I am putting together a new version which I will release soon. The recent images are to show what is new in the next release.

  • Q1 - In the Shadows

    • sock
    • April 10, 2013 at 7:06 PM

    An image of new/remade assets for the next release of the MOD ...

    [Blocked Image: http://www.simonoc.com/images/design/sp/its25l.jpg]

  • Q1 - In the Shadows

    • sock
    • March 26, 2013 at 11:35 AM

    [Blocked Image: http://www.simonoc.com/images/design/sp/its_knights.jpg]

  • The Swamp

    • sock
    • February 13, 2013 at 7:07 PM

    Wow the detail images after the main screenshots are amazing stuff. I wish you would release something like for others to look at, it would be helpful to see how you linked all the shader surfaces together. I especially love the fact you aligned the moss on the trunks (north side), this is the type of detail that makes an artist truly gifted IMHO.

  • Q1 - In the Shadows

    • sock
    • January 24, 2013 at 2:43 PM
    Quote

    I have an idea of 3 AI stages. "Calm" stage - no icon, just a monster wandering around. "Upset" stage - the AI "heard" or "seen" something weird (player ) and the "?" symbol appears above the enemy. "Alarmed" stage - there is a "!" symbol above the enemy or no symbol but he AI attacks, screams etc.

    I saw a similar system recently in the game Mark of the Ninja - http://www.ign.com/v...ja-video-review and even thou it is an awesome game for stealth game play, the obvious '?/!' symbols just breaks the immersion for me. This is why I went with the stealth eye because it felt like something that was alive and helping the player. I also linked it with story and idle animations (it looks left/right and blinks at the player). The other problem I have with ?/! symbols is that it makes me think of WOW and quest givers. The ?/! symbols have become an universal visual language in games, especially mmorpgs.

    Quote

    Invisibility can be shown by an effect on weapon

    Now this is something I can do! When the player has the amulet their weapon is partly visible (alpha 0.75%). I do play the ambient invisibility sound in the background but you will never hear this in the video demo's I do. I would love to add the invisibility icon to the HUD but the engine stops drawing all weapons and that is awkward if you are trying to work out which weapon is active. Ideally I should have proper HUD icons showing player states but that would require an engine update.

  • Q1 - In the Shadows

    • sock
    • January 24, 2013 at 11:25 AM
    Quote from seir

    I don't get it why they look at you but they can't see you

    This is something a lot of people say, 'The AI looks dumb because you are standing infront of them' 'why does the AI not notice you' 'this looks too easy because the AI don't notice you'.

    The problem is a visual thing, people (watching the video) do not feel the player is invisible. People assume because the player is not lurking in the shadows (aka thief) or hiding all the time that this is not stealth. Another problem is the stealth eye, a lot of people are not realizing what it does and are wondering why the player in the video can walk around and not be noticed.

    The stealth system starts when the player gets 'The Amulet of Shadows' which is similiar to an existing Quake item called 'The Ring of Shadows'. When playing Quake I liked when the player could get this ring because it can be used to scout a new area. I wanted to extend this mechanic and allow the player to see what is ahead and then plan their next move. In the traditional sense this is not pure stealth, the player is not forced to hide in shadows or avoid AI. The best analogy I can think of is imagine the player is like the film predator with a suit of invisibilty but it is flawed up close and there is no Arnie!

    http://www.simonoc.com/pages/design/sp/its.htm

    I know this is not going to be popular but I did write up an article explaining the stealth eye system, how the AI detects the player at distance and if the player is in the AI's field of view. Check out the section ' How does the stealth system work?' There are images explaining the AI FOV, the radius and angle zones around the AI and what the colours of the stealth eye mean.

    This does raise an interesting point, how to create a video that shows stealth properly. One problem is that stealth is often slow and can be difficult to watch because it lacks lots of action. The next problem is the assumption of what stealth is in games. The final problem is I know how everything works so it is easy for me even on the top skill level and my play throughs videos make the system look too easy.

  • So about the Features… (Site discussion)

    • sock
    • January 16, 2013 at 12:58 PM

    I thought it was strange how the features just stopped for no reason. I think the article idea has a lot of potential because there is so many industry people here and it would be interesting to read stuff from their point of view. I certainly would like to see more interviews of people who post here and would love to hear about their thought process for creating content. I also have a couple of articles I would like to summit and have PM'd Thrik with the details.

  • WIP in WIP, post your level screenshots!

    • sock
    • January 10, 2013 at 6:35 PM
    Quote from Lemurr

    I don't know if videos count but here's a WIP from Repercussions

    I think you need to get some people who have not played your MOD before to test it, because I see players getting really confused and frustrated. Like for example the bit where you go up to a second floor office to switch on a button to progress. The pacing feels gated all the time, walk, push button, unlock door, where is the puzzles, the exploration, the drive of the player to move forward and see the next part. I can understand it must be frustrating just working with existing assets and trying to make a new jigsaw puzzle picture but your level feels like it needs more focus, what exactly are you trying to do? what is the player suppose to do? What type of gameplay are you trying to create?

  • Q1 - In the Shadows

    • sock
    • January 9, 2013 at 11:02 PM

    The last one in the set of gameplay videos showing hints, tips and sudden death moments.

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    It took me ages to plan the routes, enemy encounters and then finally syncing it all to music to make the right impact. Some of the sequences I probably played 50+ times to get the perfect demo but it was worth it in the end. I played a lot with poison bolts in the gameplay videos and it turned out to be a lot of fun, I might try a poison bolt only mode (no axe) and see how it works out.

    Anyway thanks everyone for the feedback so far it has been awesome. Time to get back to making stuff and not constantly talking to myself in this thread!

  • Q1 - In the Shadows

    • sock
    • January 8, 2013 at 7:55 PM

    I have been busy the last couple of days creating promotional videos of the stealth gameplay. The previous videos were looking really old compared to the latest stuff. So here is some stealth hints, tips and sudden deaths to keep everyone wanting to play the mod and give feedback!

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    S1M1 - Shadow gate

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    Start - Training area

    EDIT: Typos

  • Q1 - In the Shadows

    • sock
    • January 2, 2013 at 12:03 AM

    I wrote a couple of articles about some of the features for the MOD In the Shadows:

    Discussing the new AI systems with screenshots from in-game and editor:

    http://www.moddb.com/mods/its/features/looking-smart

    [Blocked Image: http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/its017l.jpg]

    Talking about exploration and how it can integrate with the storyline:

    http://www.moddb.com/mods/its/featu…tion-is-the-key

    [Blocked Image: http://media.moddb.com/cache/images/mods/1/21/20892/thumb_620x2000/wellstory_2.jpg]

    Review of the MOD:

    http://www.quaddicted.com/tronyn-reviews…shadows_by_sock

  • Q1 - In the Shadows

    • sock
    • December 30, 2012 at 7:22 PM

    [Blocked Image: http://www.simonoc.com/images/pages/top_sp_its.gif]

    Well here is it, 'The Cosmetic Upgrade' because it has so many visual additions. New particles, new models, new skins, new textures, new tutorial, more main story, new stealth books, new menu/help system and a few changes to the layout of some maps!

    V1.1 Download Link (16.5Mb File Size)

    V1.1 Readme File

  • totally random texture thread

    • sock
    • December 19, 2012 at 2:52 PM

    I finished my concept map Florentine Library a while ago and I thought it is about time I release the textures, so all of you can have fun creating floating palaces in the sky!

    Texture pack web page : http://www.simonoc.com/pages/materials/tppalace/index.htm

    The textures are a mixture of different resolutions (512x512 and 1024x1024) and there is only the diffuse layer, I am sure if someone wants to use them they can create the other texture layers.

    Oh by the way, Happy Christmas everyone!

    Here is some texture examples, more on my page:

    [Blocked Image: http://www.simonoc.com/images/materials/tppalace/stonewall1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/marblewall1.gif]

    [Blocked Image: http://www.simonoc.com/images/materials/tppalace/marbletrim1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/marbletrim2.gif]

    [Blocked Image: http://www.simonoc.com/images/materials/tppalace/vaultceiling1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/doorframe1.gif]

  • SimonOC / Sock Photo Thread

    • sock
    • December 19, 2012 at 2:45 PM

    While on my honeymoon I found this gorgeous old (extremely rundown) bull fighting ring. With the help of my wife (holding the fence open for me) I sneaked in and took a couple of pictures! So cool to see an old iron frame building ...

    Large 1152,x768 jpgs

    Image 1 Image 2 Image 3 Image 4

    Inside under the seating

    [Blocked Image: http://www.simonoc.com/images/photo/misc/bullring_3.jpg]

  • Q1 - In the Shadows

    • sock
    • December 19, 2012 at 1:53 PM

    Hipshot, hey what's happened to your website!?!

    Warby, thanks, hope you enjoy the videos instead.

    The final part (3) of the Daz-athon playing through the second map s1m2.

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  • Q1 - In the Shadows

    • sock
    • December 17, 2012 at 3:16 PM

    Part 2 of Daz from Custom Gamer trying out stealth in the first map

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  • Q1 - In the Shadows

    • sock
    • December 14, 2012 at 2:20 PM
    Quote from seir

    What kind of editor you're using? VHE?

    I personally use Radiant because I love the floating window arrangement and using one large 2D window. The latest version of radiant even has a special Quake mapping pack so that it can read the old texture format. The compiler tools have command switches for radiant editors so you can use func_groups as well. I know a lot of quake mappers use WC 1.6 and there plenty of tutorials and support files for this version.

  • Q1 - In the Shadows

    • sock
    • December 13, 2012 at 12:14 PM

    Daz from custom gamer has posted a video review of the start map.

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    Kedhrin, I have not created any assets (light patch) for DP, this MOD is designed for pixel loving engines!

    @seir, nothing like a trip down memory lane, install quake!

  • Q1 - In the Shadows

    • sock
    • December 11, 2012 at 3:23 PM

    This place always surprised me, I really was not expecting anyone to pay much attention to this because, well it is Quake and damn old! My reasons for picking this engine was even after all this time I still think the style and atmosphere are just so good regardless if they are pixelated and made up of crude shapes. Yeah I think you have to be a fan of Quake to really do anything with it nowadays.

    I know most people here won't have access to Quake (this is mostly a HL centric site) but I have another video showing some more of the stealth gameplay which was my primary focus for the MOD. I also added a vanilla gameplay setup because I know not everyone in the Quake communities are Thief fans, but I do think the levels really come alive when played in stealth mode instead.

    So here is a short video of Stealth gameplay but using the Avoidance system. It is very much like a puzzle where you need to learn where things are going to be and what routes offer the least amount of resistance to being discovered. It also demonstrates all the extra locations and features that have been specially added to create the stealth gameplay experience.

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    (youtube video with an HD option if you got the bandwidth)

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