NovaCor: The Fringe is an exciting Sci-Fi adventure with a blend of FPS combat and Puzzle Solving. Collect items, solve puzzles and blast your way to the center of the mystery surrounding NovaCor.
Another screen of the updated explosive barrels and a couple different styles of crates made just today. Each style has over 10 skins to keep things from getting monotonous.
Honesty, I got a lot of inspiration from Deus Ex. No ideas...just inspiration. There was something about the atmosphere of that game that I want to try to recreate in my own flavor.
Both the yellow and the red ones are volatile...as of now they explode the same but I was considering making the yellow ones blow up without catching fire and the red ones catch fire before they go. I am even considering the possibility of green ones that are radioactive and spread a little toxic waste when you break them.
I think i can manage it by making a model of the radioactive goo, parenting it to a door entity with a trigger_hurt thats parented to the door. The barrel exploding would make the door open, raising the goo and the trigger_hurt just above floor level. The difficulty should only be in tweaking the door speed and modelling the goo in such a way as to make it appear to spread from the barrel. Since it would be a thick 'goo' I could get away with making the barrels heavy enough to not be movable :P
How are you going to make it, not too clean green? That is, that it isnt like bright green slime ?
I kind of liked the radioactive soupy goop like stuff in HL, also will it make the sound when you get near it, like that of a geiger counter ?
I probably wont add the geiger counter sound, because the player woont be wearing an HEV suit. You will be wearing a suit, but it will be presented as body armor with a user interface displaying current vitals and weapon ammo...just a cheap way to include the suit and not call it the hl2 suit. It will look totally different when I model it.
Ok, will it be any need for concern really over radioactive materials as far as the gameplay goes ? Or is it just for effect ?
If so, then would it be possible to stick something in the HUD to indicate radioactive material, like a meter or something ?
Well, I'm just thinking if ppl need to worry about taking damage or being killed by it, they should have something to aid detection etc other than seeing it on the floor.
It is my understanding that radioactive material is not just dangerous because you *touch* it but even because you are in the vicinity of it.
Yes, it will be damaging if I add it...and yes just being near it can hurt. I havent worked out all the details yet, just how to make it for now. (and thats just in theory, sometimes thigs dont go as planned in Hammer) I dont know about adding HUD elements yet; I havent touched the base HL2 code. Everything Ive done so far, as far as the little extra features, has been done with Hammer :)
Another screen of the updated explosive barrels and a couple different styles of crates made just today. Each style has over 10 skins to keep things from getting monotonous.
Very nice, almost reminds me of the first deus ex.
Honesty, I got a lot of inspiration from Deus Ex. No ideas...just inspiration. There was something about the atmosphere of that game that I want to try to recreate in my own flavor.
Dunno what that brown one is but the red, oooo, are these really volatile of just for loox ? I mean HL has the rusty flammable ones ..
Both the yellow and the red ones are volatile...as of now they explode the same but I was considering making the yellow ones blow up without catching fire and the red ones catch fire before they go. I am even considering the possibility of green ones that are radioactive and spread a little toxic waste when you break them.
hmm never heard of that for the green ones but it maybe possible to do. would need some coding for that i think.
I think i can manage it by making a model of the radioactive goo, parenting it to a door entity with a trigger_hurt thats parented to the door. The barrel exploding would make the door open, raising the goo and the trigger_hurt just above floor level. The difficulty should only be in tweaking the door speed and modelling the goo in such a way as to make it appear to spread from the barrel. Since it would be a thick 'goo' I could get away with making the barrels heavy enough to not be movable :P
How are you going to make it, not too clean green? That is, that it isnt like bright green slime ?
I kind of liked the radioactive soupy goop like stuff in HL, also will it make the sound when you get near it, like that of a geiger counter ?
I probably wont add the geiger counter sound, because the player woont be wearing an HEV suit. You will be wearing a suit, but it will be presented as body armor with a user interface displaying current vitals and weapon ammo...just a cheap way to include the suit and not call it the hl2 suit. It will look totally different when I model it.
Ok, will it be any need for concern really over radioactive materials as far as the gameplay goes ? Or is it just for effect ?
If so, then would it be possible to stick something in the HUD to indicate radioactive material, like a meter or something ?
Well, I'm just thinking if ppl need to worry about taking damage or being killed by it, they should have something to aid detection etc other than seeing it on the floor.
It is my understanding that radioactive material is not just dangerous because you *touch* it but even because you are in the vicinity of it.
Yes, it will be damaging if I add it...and yes just being near it can hurt. I havent worked out all the details yet, just how to make it for now. (and thats just in theory, sometimes thigs dont go as planned in Hammer) I dont know about adding HUD elements yet; I havent touched the base HL2 code. Everything Ive done so far, as far as the little extra features, has been done with Hammer :)