08-23-2011, 06:52 AM
I've been wanting to make a Custom Story of just the player living a normal, boring life. Had some ideas there... But it would suck without Sooth.
(08-23-2011, 05:34 AM)Your Computer Wrote: [ -> ]With HPL2 you could do the rolling barrels, have platforms appear out of nowhere after an event, do minor boss battles, but entity-to-player collision detection (i.e. "picking up" items as you run over them, getting hurt by rolling objects, et cetera) is not actually possible. Sure, you can have areas placed on top of each and every item and check to see if the player entered the area, and have areas placed in the path of the rolling objects and see if both the player and the object are in the area at the same time, but that is impractical.
(08-23-2011, 10:25 AM)Acies Wrote: [ -> ]I do feel that platforming is somewhat limited due to the reason that you may not change course once airborne. If you have played counterstrike and know bunny-jumping amnesia feels quite limited in comparison.
(08-23-2011, 10:25 AM)Acies Wrote: [ -> ]I think the entityCollide applies to entities as well (I'm quite unsure but haven't Apjjm made it work?) - so the things you just described would be possible actually.
(08-23-2011, 03:46 AM)nemesis567 Wrote: [ -> ]You can't.I'm pretty sure you can change AI behaviour. Maybe with a total conversion mod.
Reasons:
-This game engine only has an AI behavior for enemies, there is no such thing as friendly NPCs.
-This game engine does not support exterior lighting/indirect lighting(I think).
-This engine is totally engineered for Amnesia, there is no horror game that will look pretty inside it.
-Such a project would be a bad choice as there are lots of better engines for that.
It may be a nice engine for some story telling NON Horror mods though.
(08-23-2011, 01:18 PM)Khyrpa Wrote: [ -> ](08-23-2011, 10:25 AM)Acies Wrote: [ -> ]I do feel that platforming is somewhat limited due to the reason that you may not change course once airborne. If you have played counterstrike and know bunny-jumping amnesia feels quite limited in comparison.
Umm... Actually in amnesia you can change course while airborne and my project for teamnesia will make use of that "feature".
So yeah... Teamnesia project will have some platforming / non-scary stuff in it too.
(08-23-2011, 05:29 PM)Your Computer Wrote: [ -> ](08-23-2011, 10:25 AM)Acies Wrote: [ -> ]I think the entityCollide applies to entities as well (I'm quite unsure but haven't Apjjm made it work?) - so the things you just described would be possible actually.
Entity-to-entity collision is detectable (which Apjjm took to another level), but last i checked "Player" is not considered an entity. Therefore player-to-entity collision is not detectable.
(08-23-2011, 06:48 PM)xdeath Wrote: [ -> ](08-23-2011, 03:46 AM)nemesis567 Wrote: [ -> ]You can't.I'm pretty sure you can change AI behaviour. Maybe with a total conversion mod.
Reasons:
-This game engine only has an AI behavior for enemies, there is no such thing as friendly NPCs.
-This game engine does not support exterior lighting/indirect lighting(I think).
-This engine is totally engineered for Amnesia, there is no horror game that will look pretty inside it.
-Such a project would be a bad choice as there are lots of better engines for that.
It may be a nice engine for some story telling NON Horror mods though.
I would also like to point out that anything is possible, but I agree, a game that incorporates neither horror nor adventure elements is easier done in another engine.