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[MOD] Receiver Reloaded

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[MOD] Receiver Reloaded

Postby Enemby » Wed May 08, 2013 10:34 pm

This is a mod I've been working on and off for a little while. I haven't made any dramatic changes, mostly just optimization and configurations. I won't be distributing it yet, but here's my change log so far:

Code: Select all
-Added fancy particle system to player to attempt to simulate particles you can see under sun shafts.
-Limited the level generator to load one tile at a time for now.
-Added a few fixes from the forums to make the game run faster.
-Added exponential fog to try to hide the level generation/make the game run faster
-increased view range
-increased FOV
-[REMOVED]Visual Tiles now generate on both sides of the map to cover the empty sky.
It was confusing, didn't look good, and seemed to take memory despite not generating any items or enemies.
-[REMOVED]Changed the blank tape sound to have noticeable static.
Anton pointed out that there is noticeable noise on the clear tape.
-FOV is now configurable. It's at 100 by default.

At the moment not too impressive especially since I mostly made it for me.
To do list:
Code: Select all
-Dropping flashlights
-Magazines and guns randomly spawning(ambitious)
-Additional Skybox, 3D preferably.
-figure out what I'm doing
Last edited by Enemby on Sun May 12, 2013 5:19 pm, edited 2 times in total.
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Re: [MOD] Receiver Reloaded

Postby TehEpic » Thu May 09, 2013 12:16 am

Good luck with this!
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Re: [MOD] Receiver Reloaded

Postby .::Taboo::. » Thu May 09, 2013 9:08 am

Any chance you can instead an FOV slider to the pause menu?
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Re: [MOD] Receiver Reloaded

Postby Enemby » Fri May 10, 2013 12:53 am

.::Taboo::. wrote:Any chance you can instead an FOV slider to the pause menu?

Done! It was actually pretty easy to do that, but I ended up tweaking some menu functions while I was doing it.
Screenie:
Image
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Re: [MOD] Receiver Reloaded

Postby TehEpic » Fri May 10, 2013 10:22 am

Awesome! It would be nice if you could extend the menu by a bit, there isn't much space. Otherwise, awesome work!
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Re: [MOD] Receiver Reloaded

Postby liampieman » Fri May 10, 2013 3:19 pm

This mod looks amazing, cant wait to try it out. Good luck with the mod progress :)
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Re: [MOD] Receiver Reloaded

Postby liampieman » Fri May 10, 2013 3:27 pm

I wonder if it's possible to change the ending to the game. hint, hint
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Re: [MOD] Receiver Reloaded

Postby Enemby » Fri May 10, 2013 3:51 pm

TehEpic wrote:Awesome! It would be nice if you could extend the menu by a bit, there isn't much space. Otherwise, awesome work!

The menu by default will add a scroll bar if all of the area on it is used, so it shouldn't be a problem.
liampieman wrote:This mod looks amazing, cant wait to try it out. Good luck with the mod progress :)

I've given you frighteningly little to base that opinion off of.
liampieman wrote:I wonder if it's possible to change the ending to the game. hint, hint

That would actually be, very, very easy. At the moment Receiver just loads a 'win' scene when all 10 tapes are absorbed, which could be easily changed. No comment on that for the moment though. Gameplay first.
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Re: [MOD] Receiver Reloaded

Postby Xriah » Fri May 10, 2013 9:43 pm

Ooh. I like what I'm seeing so far. This game could really shine with a little extra polish and that sounds like what you're aiming to do.
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Re: [MOD] Receiver Reloaded

Postby liampieman » Sun May 12, 2013 3:55 am

would it be a stupid idea to change all the tapes into different songs or types of music?
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Re: [MOD] Receiver Reloaded

Postby SarcasmO » Sun May 12, 2013 9:05 am

Hey Enemby.
Could you give some information about what i need to mod Receiver?
I tried searching the forum but couldn't find any information.
My day job is delphi/c# developer and would like to try and see how the game was build through the source.
Which programs do i need, or do you use for modding?
Can you compile the complete game or do you need some kind of paid unity engine license for that?

Greetings and thanks in advance for any information you can provide :)
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Re: [MOD] Receiver Reloaded

Postby TehEpic » Sun May 12, 2013 1:51 pm

liampieman wrote:would it be a stupid idea to change all the tapes into different songs or types of music?


That certainly would be quite the mod. If every tape was a part of Heyeyeyeyeye I would be far more motivated to play properly.

SarcasmO wrote:Hey Enemby.
Could you give some information about what i need to mod Receiver?
I tried searching the forum but couldn't find any information.
My day job is delphi/c# developer and would like to try and see how the game was build through the source.
Which programs do i need, or do you use for modding?
Can you compile the complete game or do you need some kind of paid unity engine license for that?

Greetings and thanks in advance for any information you can provide :)


I think that you would need unity. I'm utterly illiterate with computers but from what I heard that's all you need
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Re: [MOD] Receiver Reloaded

Postby Enemby » Sun May 12, 2013 2:24 pm

SarcasmO wrote:Hey Enemby.
Could you give some information about what i need to mod Receiver?
I tried searching the forum but couldn't find any information.
My day job is delphi/c# developer and would like to try and see how the game was build through the source.
Which programs do i need, or do you use for modding?
Can you compile the complete game or do you need some kind of paid unity engine license for that?

Greetings and thanks in advance for any information you can provide :)

The source can be found here, and is edited through Unity. To run/edit Receiver, that's all you'll need. However, Receiver is written almost completely in Javascript, so that might be a minor annoyance.
liampieman wrote:would it be a stupid idea to change all the tapes into different songs or types of music?
I guess that would fall under the purview of your conundrum of philosophy.
Game-wise though, you'd be in audio hell unless you disabled the music.
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Re: [MOD] Receiver Reloaded

Postby liampieman » Mon May 13, 2013 1:05 pm

Thanks, TehEpic
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Re: [MOD] Receiver Reloaded

Postby SarcasmO » Mon May 13, 2013 1:09 pm

Enemby wrote:The source can be found here, and is edited through Unity. To run/edit Receiver, that's all you'll need. However, Receiver is written almost completely in Javascript, so that might be a minor annoyance.


Thanks for the information. I kept trying to open the SLN file in Visual Studio. Already had Unity installed but couldn't get it to open the solution. Felt pretty stupid when i just saw that it wants to open a folder instead of the solution file :oops: No wonder i couldn't get it to open anything.
Been a few years since i've last touched javascript so it's going to be a challenge :lol:
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