Shadowrun Returns

Shadowrun Returns

探索并分享自定义的 Shadowruns
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fredingue 1 2013 年 9 月 8 日 下午 11:38
WORK IN PROGRESS : BUZZ IN THE MATRIX
Context : no direct links to DMS, the plot occurs in a "pocket setting" that could be anywhere in america.
Content : exclusively new maps, some new artwork (borrowed on the internet). 20 maps plus introductory and conclusion scenes.
Gameplay : semi-open world, several ways to get to something, new or imported char (200 karma fits well).
Style : a wicked & humoristic thriller.
Technicity : basic (no tremendous special effects, but i'll do my best with lights and sounds)
Cut : Intended to be in 3 parts
Duration of Part 1 : no idea for the moment (i'll need some testers to figure it out when my work is considered as "finished"). But at least 1.30 hour. I'm just kidding, if you look everywhere and talk to everyone you're hanged up there for 2 days. If you dislike the way i do things, you'll stop after 10 minutes :p
Additionnal content : SSC v2 by Tracker, Divinity-One's Props & stuff, More strairs & doors by Ferragus

Current state : Published with new unsuspected bugs since last patch.
So i would say final Beta...
最后由 fredingue 编辑于; 2013 年 11 月 16 日 下午 1:19
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正在显示第 1 - 15 条,共 46 条留言
Static 2 2013 年 9 月 9 日 上午 12:48 
I can give you feedback on your test run if you'd like. I'm very familiar with the editor and have put in some serious time with it. I enjoy analyzing and critiquing so it's no trouble really.

I was talking with a gentleman earlier and realized that the absolute best UGC out there is going to come from collaborative efforts-- while there are some really amazing things being created by a single person, I think a little bit of division of labor is going to be necessary to really create an upper echelon of content-- the top-tier campaigns are going to be the result of several people doing what they are best at, and not spending tons of time with the parts that they aren't. I've talked with a lot of different creators and played a lot of their stuff and it's usually pretty obvious where their strengths and weaknesses are. Putting together a small team of passionate fans/creators is what my next goal is here, even if only for a single (but epic) mission. Anyone reading this is welcome to drop me a line if you want to chat with me about anything-- feedback, ideas, etc.

Cheers :)
fredingue 1 2013 年 9 月 9 日 上午 6:57 
TY and gratz for the idea, but can you introduce your work(s) in this post ? I know some people told of their projects in another post, that gave me the idea to briefly give most info here, so we have a sum up of everything to come sooner or later :)
CAPITAL LETTER MAN! 2013 年 9 月 9 日 上午 8:27 
If you need help with dialogue writing, I've been looking for a project to collab with. I tried my hand at map building but have extremely limited experience and skill in both the mapping and coding end of it, and find i'm more tuned in with the writing and scripting portion.
fredingue 1 2013 年 9 月 9 日 上午 9:23 
By the way, when we create a content pack, there is a data i can't understand : NAME : i dunno what to put here as after there is TITLE. So, if my story is called "Tralala" that is the title. So, what do i have to put in NAME ? "A Shadowrun UGC" or something like ?
CAPITAL LETTER MAN! 2013 年 9 月 9 日 上午 9:45 
could be that it's just a back end identifier?
fredingue 1 2013 年 9 月 20 日 下午 10:37 
Well, so far as no other creator had the envy to use this thread to announce his future UGC, i'll keep it for myself.

I've been adding many scenes and things to my initial project, that's why i don't feel like letting an early access now as scheduled.
I'm now finishing to cut the story and implement the final actions.
This is not easy as Buzz will be a kind of permanent world with freedom of movement and i still want some plot actions to be taken any order. Nonetheless, to make it really looking permanent would need to multiply clone decors and maybe double the number of the scenes.
So, to limit the "weight" of my MOD (and the amount of work), some locations will be considered as "don't be surprised to revive the same" as i rely on conversations, quest items and variables to changes things, but i don't have time to muttiply them.

I still hope to make a 1st publish on the 1st of October with the main plot of Part 1 finished and some side quests (including repeatable and "hidden" ones). At least for beta testing the "allmost final version".

I still have to make a decision on some other aspects like mercs : in my initial projects, there won't be Mercs, but Friends & relatives that may assist you. But i still have to implement some battle scenes and to test them.

I had other choices to make :

- it is really hard to make a content for each char profile, especially when you mean to reach the same result. So, the 1st part will be, as it is for now, interesting and playable for each one, and from time to time you'll do better according to who you are. But implementing more Race/Skill/Etiquette related triggers would mean 15 more days of work at least...

- i know it is called "Buzz in the Matrix"...but, for various reasons, Matrix is the late thing i worked on, and i still ask myself is there is a real need to implant more of them. Anyway, there is yet some work for a Decker. Buzz part 2 will have more Matrix action and will be completely different.

- No waypoints : so far as i intended freedom and searching, i put no WP. But the patrons will give you information on where to search for this or that.
I will as well use GM text and Char speech bubble to give information, if needed.

A final word : to make my module really what i would like it to to be would take about 3 more months to achieve. :p
最后由 fredingue 编辑于; 2013 年 9 月 20 日 下午 10:59
Static 2 2013 年 9 月 21 日 下午 11:07 
引用自 fredingue
A final word : to make my module really what i would like it to to be would take about 3 more months to achieve. :p

You and me both, man! Seems like for every two steps I take forward, I take one sideways and a half step back. It's really a lot of fun though, eh? :)

I have some extra maps that I won't be using anytime soon if you'd like them-- I try to keep them pretty easily customizable so they're probably more accurately described as 'templates' than actually complete. All of my screenshots are my own creations if you want to take a look-- I am definitely creating more maps than I can use.
fredingue 1 2013 年 9 月 22 日 上午 7:23 
Well, TY, but i prefer my module to be "fully genuine" concerning maps.

"You and me both, man! Seems like for every two steps I take forward, I take one sideways and a half step back. It's really a lot of fun though, eh? :)"

Especially for me as i master only 10% of the Toolset and, sometimes, it takes me 3 hours to fix up something ( with 15 tests). On some occasions, i only find out i had forgotten to change Triggering actor to (the name of the guy who triggers) after 1 hour asking myself "well, that trigger is good, but maybe my patol route is too complicated or i still don't know how to use it...)". On this occasion, it took me a long time changing my patrol WP and setting just to realise i had forgotten to put the name of the guy who does the patrol :p
最后由 fredingue 编辑于; 2013 年 9 月 22 日 上午 7:23
fredingue 1 2013 年 9 月 28 日 下午 3:53 
Well, i've been facing new problems each time when adding last things or polishing my work.
Lost many hours for stupid things...
So, i need a break because it would be stupid for me to rush to force myself to publish Buzz on the 1st of october. I need to breathe a little away from the editor this week end, rather than spend 20 hours on it.
So, Buzz will be postponed...i just hope to be able to publish it...before Berlin ^^

Sorry for the 1 and 1/2 players who are waiting for it :p
Static 2 2013 年 9 月 28 日 下午 7:37 
I know how ya feel man. I was going through the same stuff and eventually just tore my pack apart to use in new projects. I'll definitely be playing yours when ya do finish though. Cheers man
fredingue 1 2013 年 9 月 28 日 下午 8:53 
TY for your encouraging. The most desperating thing is when i work on something that is very unlikely to happen (1/000 players would choose to do, that)...2 days to set up something most guys won't even notice

NB : i was glad to keep a copy of my UGC in another directory : when i had the problem with my mercs, i decided to erase them all and remake them (i had finished with having 3 variations of the same with a slight difference in their name in my assets after all my tries ). But since you can not withdraw things that are "printed" in your assets, i erased their template in my "mod construction file", leaving the sheets and equipment data.

Then mod my would refuse to upgrade locally, an ancien merc profile was missing. I checked everywhere and could not find any of his remains...So i was lucky to find his template in my save file...if not i would have gone crazy, because it took me two days to discover that my "abscent merc" was still there in a very short introductary scene...i did not remember i had lately put some player counters there to test Merc screen variations:p

I also had some trouble with "triggering actor"...in the beginning all my triggers when "on triggering actor"...no problem for many days as i allways tested with a single char, no mercs.
Then i realized that some goals did not succced when a third party player ( ally or merc) killed the last bad guy. So i also had to rewrite many triggers with Player 0 instead...

I also regret that some features are not really intuitive : you set up your mercs, you give spells & equipement...but no warning if the prequisites are missing.
So i had to recopy 2 pages of the wiki on bristol cards, then note down each major stat of my mercs and work the inventory step by step to be sure all will be usable. Really time consumming...

Still about mercs, i discovered that pictures where "eaten" (or not centered the same way as usual portraits), and had to redo new versions of custom faces for each one i used both as ambient actor and merc...

"So much trouble" if you don't know french singer Izzia, go to watch her on Youtube :p
最后由 fredingue 编辑于; 2013 年 9 月 28 日 下午 9:07
Static 2 2013 年 9 月 29 日 上午 2:29 
Yeah there's a lot that can go wrong---- I don't think I've gotten a scene right on the first try yet (probably never will). It really paints a pretty accurate picture of what it's like to write object-oriented code though, especially working in an open-world environment. So much more challenging. I imagine a lot of folks tried their hands and found that it was too frustrating/time-consuming/etc. I didn't watch enough tutorials and ended up really confused by some stuff that now seems obvious. Like how events work, and how to properly set up a PC in a scene, etc.

It had been a few years since I had done any really programming and SRR is exactly what I needed--- I really forgot how much I love designing systems and mechanisms and such. I bought Unity Pro and am working on some neat ideas now.

Thanks HBS :)
fredingue 1 2013 年 9 月 29 日 上午 6:58 
Wow, i had never heard oh Unite, it seems really impressive !
fredingue 1 2013 年 9 月 30 日 下午 5:44 
So, we are the 1st of October and my Mod is still not available.

I'm doing things slower now and give less time to it. Too much stress, even my stomach & lever suffered. I've been stupid putting allmost of my spare time into it.

So, now i prefer to give no publish date. When i think it's ready, it will be there...
Static 2 2013 年 10 月 3 日 下午 12:41 
引用自 fredingue
So, we are the 1st of October and my Mod is still not available.

I'm doing things slower now and give less time to it. Too much stress, even my stomach & lever suffered. I've been stupid putting allmost of my spare time into it.

So, now i prefer to give no publish date. When i think it's ready, it will be there...

I am right there with you man. Sometimes you just need a little break ya know? It'll be done when it's done. Cheers!
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