Fallen Aces

Fallen Aces

Long Days Rest - Chapters 1 & 2
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RunImComing  [开发者] 6 月 4 日 下午 10:32
Long Days Rest - Chapter 2 | 1.2
Update 1.1:

Heard the feedback, and wanted to also test the lighting so I gave an update to the chapter.

:steamthumbsup:

Hopefully the note / audio player systems work, in my testing they worked in my play-through beyond updates but if you experience otherwise in your time feel free to let me know.

If the Notes still aren't deploying then I will need to find a new means to the same thing, but ideally I've got it effectively deploying for other people than just myself. Fingers crossed.

--

Appreciate the kind words, and the support!

Thank you to everyone who attempts, and has attempted, my map thus far. It took me some time to wrap my mind around certain concepts in the tools, especially since I haven't ever used an editor of this kind- but I love this game and think any creator willing to provide tools are kick-ass and deserve support of any kind.

--

Update 1.2:

Added additional objective marker systems into the game to help guide and align the player vision with the intended ideas.

Implemented the acknowledgment of finding a secret, and made slight event trigger movement changes to improve any sloppy script misses.

--

Update 1.3:

Messages received loud and clear, still had some confusion left in how the Player is expected to proceed. (Will continue to use that feedback for future creations ideally, thank you for giving me insight to how other Players will see it, and reminding me to consider a viewpoint beyond mine- since I have unfair insight from developing it.)

--

Update 1.4:

Reworked the lighting sources across all areas of the map, included prop sources for the light, and reworked some textures in some areas to make more logical sense from a world building perspective.

Fixed the poster in-game to be reflective of the current poster beyond updates.

Sorry for the massive spam in updates, had a lot of small things I shouldn't have let get into the final release but I was eager to be able to have a map in the world!

--

Update 1.5:

Updated existing secrets, and added new.

Changed existing map design ever so slightly, and then added a couple extra sectors.
(There will be some visual bugs and issues, I did create problems when adding the new areas- nothing that will dampen the ability to play and get through, but there are new visual issues created by me screwing up certain sector walls.)

A lot of the map issues become more difficult to manage, since I poorly built the vision of the map
(Everything is all on the same layer.)

BUT- I have attempted to update and make things feel a bit better.

Huge appreciation to anyone who has, and continues to attempt each iterative update.

--

1.6:

Supposedly fixed the notes and audio systems, changed event triggers to be reflective of the new sector changes, and update some missing texture areas, still have more to come but will probably avoid pushing further live changes for some time if I do update further on this project currently

(Also updated lighting segments in hideout to incorporate the lighting system, wasn't aware of just how dark the sector brightness needed to be to actually create "darkness" for the stealth, something to tinker with for future developments.)

--

2.0:

Updated sector brightness across the board, to now enable actual "hidden" status behind the scenes, previously it was only possible to achieve "partially hidden" due to the brightness being ticked too highly.

Attempted to adjust the point lights across the map to have some increased radius while not trying to increase intensity too much, to keep the similar effect of lighting as the previous version, but some areas will now be somewhat more truly dark due to the brightness loss.

Updated level boundaries to contain the more acrobatically inclined Mike.

Confirmed that the external paths are working from 1.6, and should be contained the same way within 2.0, if any features broke in the move over- I may possibly revert to previous until I have fixed them, but this should be viable in the meanwhile.

--

Chapter 2 Release:

Chapter 2 has hit the shelves. Pretty messy build but I wanted to get things rolling.

Will change things up and fix things over time, but ultimately the continuation lives on.

It's been a long day.

--

Chapter 2: Update 1.2
--

Updated some areas, and expanded an area slightly

Replaced outdated broken Train, with updated auto-running script
(still slightly broken but functions better temporarily than the previous setup)

Added some few new enemies exclusive for Hard players
(Won't be promising that I am planning much design based around hard,
seems like it is already plenty designing mainly around the idea of the "average" player,
since I consider myself at most there.)

Adjusted event trigger zones to be reflective of the new map updates
(Ideally, but could have potentially missed something out of my testing)

This is some more slight band-aiding, to hopefully ease Chapter 2's rougher landing.

Will need to dial in some more things but this will temporarily help.

--
最后由 RunImComing 编辑于; 6 月 13 日 下午 8:11
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正在显示第 1 - 7 条,共 7 条留言
The map kinda looks worse...
It's the fact the things stick out in the fog and all contrast really hard, and the lights placed in certain spots, so you have some darkness and just randomly light with no real origin, I'm sure there's a more sophisticated and way better way to add lighting.

Also, you can kill the civvie in the alleyway at the end lmao

Still probably the best map not from AcesDev on the workshop thus far.
最后由 glimpseofgood 编辑于; 6 月 5 日 下午 2:35
Lookin good, lookin real good!
The notes don't work but that's probably just on my end.
I'll be honest I find it kinda weird you made this level so hard to get through ghosting (that is, no fights, no detection) for the bar section maybe add a switch behind a barrel in the area guarded by the Pipeguy that turns off the lights.

A molotov guy indoors probably isn't smart if I'm bein honest, maybe swap him out with a knife guy. For the outside area with the truck and vending machine, maybe add a vent you get too via ontop of the truck. Maybe add a goon in the sewers?

Also, it's probably just me but he pocket pistol is in a kinda obvious location and makes the level way way too easy in my opinion. Maybe have the aforementioned vents on the roof have a branching path that leads to a small closet with the pistol inside separate from the rest of the map guarded by a pipeguy, risk and reward type stuff.

The medkit on the pedestal feels really video game-y which both isn't what Fallen Aces is and isn't what this level is, unimmersive, if you will. Maybe put some painkillers in a cabinet? Perhaps a cola on a box would be better.

I know this is a long list of suggestions but this level has lots of potential, it's real good stuff!
RunImComing  [开发者] 6 月 6 日 上午 8:10 
引用自 glimpseofgood
Lookin good, lookin real good!
The notes don't work but that's probably just on my end.
I'll be honest I find it kinda weird you made this level so hard to get through ghosting (that is, no fights, no detection) for the bar section maybe add a switch behind a barrel in the area guarded by the Pipeguy that turns off the lights.

If you get the free chance eventually, please let me know if the newer version is allowing you to access notes. I think the updated path should be reflective of what all player's would have in their file structure, as opposed to what only my local build was running.

(No harm if you're not able to, I just don't have a reliable form of testing outside of my own device, and since it has continued to work for me across each version, I just wanna nail down what exactly is the correct path for future reference too.)

Huge appreciation for all of the feedback, especially since some of it wouldn't have been necessarily considered by me, somewhat due to inexperience, but I have attempted to align and
remedy aspects to be more a-kin to a quality map.

--

The Ghosting design philosophy is something I think I'll need to actually look into the design of more, cause I actually loved dishonored and other similar games that would provide a route of that format, and I was pretty god awful at being COMPLETELY ghost I'd always manage to ♥♥♥♥ it up, but I do think I want to look into considering more playstyles across the board.

Next block out of a map I do I'll try to keep more player identities in mind, still looking to provide a means for people to bash skulls if they'd like but also to reward those who want to come to understand the map fundamentally and master it.

If anyone also knows any great resources for game level design in general I'm all ears too, cause I am still extremely early in terms of my journey with it.

(Obviously just playing the games, doesn't translate to understanding how and why certain decisions are made- but I am finding it fascinating to put my mind into the space of the designer's.)
glimpseofgood 6 月 6 日 上午 10:50 
The notes still don't work but who knows maybe it's just me. Also I hate to be a Debbie Downer but the secret pocket pistol area could really use some work on the vent textures, maybe make the textures less long? Also, it's raining indoors in that part of the map. The table the pocket pistol is sat on is just some polygon, could've been a square at least.

I'd like to mention the switch next to pipeguy doesn't make the bar darker, just turns off the lights which, apparently there's a difference.
Sorry if I'm bein overly critical, btw.
最后由 glimpseofgood 编辑于; 6 月 6 日 上午 10:50
RunImComing  [开发者] 6 月 6 日 下午 12:34 
引用自 glimpseofgood

I think version 1.6 (current build, now at time of post) has changes reflective of this, and ideally will help to make things work

No harm in the points since others will come to see the same things too, and at the very least if I am unable to acknowledge some points in this map, I will hopefully be able to internalize some of that for the next creation

Thank you for your time and interest in playing it
最后由 RunImComing 编辑于; 6 月 6 日 下午 12:35
The notes work!

Despite the fact your only partially hidden, it's fully dark in the bar, so that's a little crummy.
The rap in the bar is pretty random but hey some music is a smaller thing this map needed, so I can't complain.
glimpseofgood 6 月 11 日 下午 10:01 
More than appreciate that chapter 2 is a bit less linear than chapter 1, The tire stack with the keys to Meredith doesn't really work, you're probably gonna have to make that an object and not a sprite. Also Mike's apartment feels big, empty, and weirdly shaped. The alternate routes and probable ability to stealth are pretty cool, although I do wonder why a pawn shop is selling coke and apples, maybe make it a grocery store and that'd make more sense.

I know I mentioned this with last level but this one feels easy too, I feel like the difficulty should be increasing with all these levels, maybe put a little more resistance around the keys, more goons. Figuring out difficulty based enemy spawns (say: a tommy gunner spawns where there normally is no enemies) would be good. Also I feel like, for a gang hideout, that's a pretty plain sight place to hide, maybe make it a little harder to find but add a note on one of the goon's you're likely to encounter. Or you could get in through the vent as normal.
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