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Some Skn Stuff (Overhaul-Ists Might Be Interested)


McJobless

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After having a talk with Tauka Usanake on Skype, I made this list of general stuff for SKN. It's not really that important to anyone waiting on the alpha release, but it's all the stuff I've worked on during the design phase which has changed since the Christmas update:

  • Coward Raider-Type have been dropped.
  • If a unit is injured and loses all health, medics with a stretcher will beam down to collect the raider.
  • Now you need a "Safe Landing Zone" (replaces the Teleport Pad) or it's mission faliure. The default raider type (Soldier) uses "drop pods" to get on planet. This will change on some levels.
  • The tool store may have it's functions split up between the Barracks, the Safe Landing Zone and the *training building*.
  • There are now more enemy types, each with differing health levels and attack types. The Sniper and the Engineer use the Rock Monster and Slimy Slug AI respectively.
  • A system to implement overlays is being worked on.
  • Each level, depending on the Ship you are on (Story-line based), if you're on the mission ac130 or you are in a FP level will have a different UI and avaliable functions.
  • There are more levels than before. The Bank and City levels will both be extended and then both split in to two more new levels. Some levels have been removed and replaced. More FP levels have been implemented.
  • Through the use of "clever" NERPs scripting and using specific level un-used creature ai's (for example, the small spider or slug), in-game COD styled animation sequences are possible and are being implemented. I'm calling this the "custom animation hack" for some reason.
  • To ensure all the games cinnematics are real-quality and not rendered with better polys etc, SKN will have all it's cutscenes (.avi files) recorded in-game using the custom animation hack. The animation is recorded in fraps with no UI on. The video is cleaned up, before sound, special effects, still frames and non-lego animations are then added all in an external editing program before finally rendering the completed .avi file which is used in the game.
  • New mods which are both being used in SKN and will be uploaded to RRU include AirStrike, JetPack, Sniper, Engineer and several more.
  • The player will be able to spawn and use their own Fighter Jet, a tank or two, drilling and heavy lifting/moving equipment, a tank boat and more.
  • Enemy Buildings will be seen and can be destroyed (yet they probably wont feature any bonuses for doing so).
  • On Mission Faliure, "Death Quotes" will be seen (only one per level, sorry).
  • Due to little/no music functionality (Ambience is the only said music function and it's not very good), many sounds will be multi-layered (i.e. They have both music, dialouge and ambience/effects in the same recording) to work properly in the game and keep timings correct.
  • The Oxygen Level Meter will not make a re-appearance, however on some levels it will be used as an in-game timer (Non-NERPS Scripting Timer) and will be featured with a different look.
  • It is not clear if the message box will reappear at this point.
  • The wad system has slightly changed, so the base game will use less wads allowing more free content packs to be used with the game.
  • SKN is free for most RRU members to play before *real* release date, then it will be fully released and free for all, and all content packs (originally called DLC) are free 2 download for all.

If I uncover any more stuff, I'll make sure to update this list and write a status on it (lol).

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•SKN is free for most RRU members, and all content packs (originally called DLC) are free 2 download for all.

Hang on. Does this insinuate you intend to sell this game?

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