Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

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-The Arrival-
   
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8.535 MB
2017 年 9 月 10 日 上午 11:46
2017 年 10 月 14 日 下午 12:42
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-The Arrival-

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Update: due to technical issues and my own stupidity, I'm unable to make any changes to the mod. If I manage to fix it, I'll release it as a new item on the workshop, since there's no other way.

Hello!

This content pack is a short, 15-20 minute long storylet containing over 10 choices that decide the ending variations (of which there are almost 30). It's my first mod, so it's very bare-bones in terms of mechanics, but there is (purely optional) combat besides talking. The story dabbles in Australian Aboriginal mythology which intertwines with the standard cyberpunk themes of Shadowrun. There are some familiar faces as well, not only from Shadowrun: Hong Kong, but Dragonfall as well. Below you can find the introduction to the world:



-No part of the world escaped the changes that have been taking place over the last century - not even Australia. In fact, some would say this continent has gone through the most violent transmogrification. Though people turned into metahumans only at a moderate rate, in 2052 a pillar of energy shot out in the middle of the Adelaide city.
Soon thereafter, the whole continent of Australia became unhinged from its tectonic plate and began drifting through the oceans, the vertical stream of purple energy a warning to any other seafarers. "The Rift," as it was later named, proved to be a harnessable source of energy , but soon it turned out that it spews out more than just kinetic force: gradually, all manner of apparitions and spawned throughought the Southern Australia.
At this point in time, humans and metahumans use the Rift's energy to steer the floating continent and exert control over apparitions who, due to their nature, have been unable to peacefully coexist in society. The most powerful spirits gathered on the Kangaroo Island, where they provide a safe haven for any and all unnatural beings-
12 条留言
Bloodyguy  [作者] 2018 年 4 月 24 日 上午 11:58 
The locally published version is the one I broke, I'll play around with downloading and and reuploading the mod in the weekend. Thanks for the tip.
DaveOfDeath 2018 年 4 月 23 日 下午 8:42 
Sorry... You can download load it, and open a published campaign in the editor... Then save as source.

When you go to upload it, it may not upload in the same place... Since it'll think it's a "new campaign".

Come to think of it, there's a locally published version on your computer... Unpacking that one will likely give you the same project spot.
Bloodyguy  [作者] 2018 年 3 月 26 日 下午 1:23 
On another note, I think I broke this mod. I had to reinstall steam because the family sharing stopped working and after downloading Shadowrun again, the editor couldn't find the content packs. Setting a path didn't seem to work so I came up with a misguided idea to paste the packs into the mod itself, which produced an infinite amount of errors in the editor. The only way of getting it to work was deleting the mod, so now I don't have the pack. Unless there's a way to download it from here in a state that's modifiable, I won't be able to make any changes at all.
Bloodyguy  [作者] 2018 年 3 月 26 日 下午 1:23 
True, and like any work, it requires time, which I just don't have. I get about 5 hours of spare time after work, less the time to fix the dinner and take a shower, so closer to 3. I could probably make another 20-minute storylet in 2 months, but that's not really what I'm interested in - the two cool ideas I have are for a 3 and ~6 hour experiences. I just don't have the mental fortitude to abandon all my off-time off for a year, I know I'd drop it after 2 months or so - that's why I'm not going for it in the near future.
DaveOfDeath 2018 年 3 月 26 日 上午 9:59 
Building ANY mod is work. Most people who start, don't realize how much work, and the turnover rate (In my experience) is very high. Do your best to create YOUR mod, and not worry about it's reception, or compare it to other workshop items.

It's your story, tell it like you want to.
[H2SO4]Marauder 2018 年 2 月 19 日 下午 9:38 
I know all about the struggle of developing while working, so I understand completely. I'm kind of impressed that you mannaged to learn the editor and release this in such a short span of time, even if it development time went over what you were initially anticipating. That seems to however be the way of it though, at least judging by my own experiences.

I'm hoping that you will be able to push through, and maybe even get around to perhaps eventually even releasing your other UGC you've mentioned. It sucks that your friend bailed, but I like your style, and would gladly play anything else you end up releasing in future.
Bloodyguy  [作者] 2018 年 2 月 19 日 上午 9:41 
Hey, glad you had fun with it, especially after so long since it came out - I fully expected the storylet to be completely forgotten!

This was kind of a challenge for me - I set out to do it 10 days or less so I skipped a lot of steps (like the lighting tutorial). Ended up taking about a month to get it to work, but I think it turned out OK. Still, some redecorating would definitely help, and the text presentation you suggested definitely makes sense, I really wish I thought to do it that way.

Whether I will change it is completely up in the air, though - I started making another mod three months ago with a friend and he ended up ducking out soI'm sort of burnt on Shadowrun.

But we'll see, next month I should finally catch a break at work so I think I should be able to take a look at the mod and at least do some minor changes. If it ends up fun and I have time for more, I might even expand it to 2 days as per original script.

Once again, thank you for the praise :)
[H2SO4]Marauder 2018 年 2 月 18 日 下午 4:30 
I just completed a playthrough of this and I found it very interesting. I like what you've chosen to do with this UGC, it's very different and unique and I'm wanting to play it through a few more times.

While I know you you've said you're done I would like to see you perhaps spend some time perhaps on the lighting and maybe a little bit more enivornment art, particularly for the exterior section.

Apart from what Dave has mentioned, I would also suggest perhaps going over the convo's. Some spacing between lines and perhaps just switching to mixed simple and GM as your base and putting all your descriptions in the GM brackets while leaving the spoken text in simple. It would look a lot cleaner, which I think is key since the majority of this UGC is based around decisions the PC makes.

Good work and great concept.
Bloodyguy  [作者] 2017 年 10 月 6 日 上午 8:16 
Thanks for playing and commenting. Feels great that somebody enjoyed the mod.

The music is set to loop, I must've just picked a very slow track - I'll set it to a different one and make a few other improvements in the next update, which will come out once I catch a break at work.

Thanks again for the kind words.
DaveOfDeath 2017 年 10 月 5 日 下午 6:33 
Ran through this one really quickly. I suggest using the tool-tips on the interaction menus to help decide what the interactions are for... and then disabling them post-interaction.

Also, hiding the convsation options that are unavailable based off of your choices go a long way for a polished feel.

Inside the apartment, the music was sporatic at best. Is it set to 'loop'? (Both combat and default)

Interesting concept, and a promising start.