Targeted Killer Discussion Thread
-
- Posts: 303
- Joined: Thu Jan 02, 2014 6:38 pm
- Location: Chilly China
Targeted Killer Discussion Thread
Here is a discussion thread for the upcoming procedural sniper game; Super secret project Aka Targeted Killer. You can always watch development streams at:
http://www.twitch.tv/wolfireaubrey
http://www.twitch.tv/wolfiredavid
Here are a couple images. I will images whenever I can.
http://www.twitch.tv/wolfireaubrey
http://www.twitch.tv/wolfiredavid
Here are a couple images. I will images whenever I can.
Last edited by renamedperson on Tue Nov 24, 2015 10:13 pm, edited 1 time in total.
Re: Targeted Killer Discussion Thread
Black Shades 2.0?
-
- Posts: 303
- Joined: Thu Jan 02, 2014 6:38 pm
- Location: Chilly China
Re: Targeted Killer Discussion Thread
Except you cannot move around, it has receiver detailed gun mechanics and four screens instead of one. It looks pretty good.
Re: Targeted Killer Discussion Thread
give me one day and i know the controls out of my head just like in receiver XDdaxtart wrote:Except you cannot move around, it has receiver detailed gun mechanics and four screens instead of one. It looks pretty good.
-
- Posts: 440
- Joined: Fri Oct 18, 2013 5:48 pm
- Location: Somewhere within the Universe... Might take a while to find me though.
Re: Targeted Killer Discussion Thread
Reciever Pistol spawn steps:
1.Spawn
2.E
3.`
4.zzzzzzzzzzzzzz
5.`
6.z
7.R
8.BANG!
I've even got the modded weapon steps down xD
1.Spawn
2.E
3.`
4.zzzzzzzzzzzzzz
5.`
6.z
7.R
8.BANG!
I've even got the modded weapon steps down xD
-
- Posts: 303
- Joined: Thu Jan 02, 2014 6:38 pm
- Location: Chilly China
Re: Targeted Killer Discussion Thread
Yeah. I was pretty good at the receiver controls. With this game it looks like you click on the upper right hand corner for aiming (You drag a cross hair) and you use the bottom left for reloading. From what I've seen you just do it with your mouse. It will definitely be different but I hope it has that same feeling of success when you learn how to reload and know your gun inside out.
Re: Targeted Killer Discussion Thread
You don't bang when there's no drone! It attracts slendermanohalzoid wrote:Reciever Pistol spawn steps:
1.Spawn
2.E
3.`
4.zzzzzzzzzzzzzz
5.`
6.z
7.R
8.BANG!
I've even got the modded weapon steps down xD
Re: Targeted Killer Discussion Thread
Hmmm... now how could I have predicted that it's procedurally generated?
Not that's a bad thing; David seems to love procedural anything and does it quite well.
Not that's a bad thing; David seems to love procedural anything and does it quite well.
Re: Targeted Killer Discussion Thread
A continuation of receiver?
Re: Targeted Killer Discussion Thread
Pocedural anything just feels more alive if done well. It's not as static and familiar as the alternative. Looking back to games like Oni and Tomb Raider (the first one), both the environments and the animations made the place feel robotic once you got used to them, since they were always the same. The world feels smaller like that.
But when it's different every time, even just a little...
But when it's different every time, even just a little...
Re: Targeted Killer Discussion Thread
At the peril of being a bit off topic, I disagree.
Until we have algorithms that can take into account reasonable connections between countless factors a hand crafted world will always feel more alive when it's done properly. It takes a whole lot of work, which will generally result in a smaller world, but that small world will feel amazing. The Gothic series (especially I and II) are my best experience with that. The map in these games was completely made b hand and it shows. It feels organic and everywhere you go you will find something interesting. They were smaller than other open-world RPGs, but damn were they fun to run around in.
The original Tomb Raider had to be that way because of the movement of the character. It was all based on right angles and squares, but it tried to be organic and set in environments like jungles. The animations themselves were amazing for the time, but the movement options of the character took priority. And many of the challenges for the player were based on perfecting the movement, so I think it's actually not even a problem with the game.
I absolutely agree that especially for animations some level of procedural aspects will make the environment and the player's actions more believable and varied, but saying that procedural is always better with what we have right now is just a massive over-generalization. Things that have many varieties, but few/knowable factors can do well procedurally (e.g. an animation that takes into account the skeleton and collision). More complicated systems with more interrelated factors (e.g. varied, organic, immersive environments)... Not so much.
It all depends on what the goal of the game is. Procedural environments provide varied experiences rather than realistic ones (at least with what we have right now). If the game is about offering replayability through new experiences and environmental challenges, then a procedural approach is perfectly fine. That'S what Minecraft is all about. The biomes in that game look pathetic when compared to crafted maps of other open-world games, but they work because you are constantly looking for stuff.
Until we have algorithms that can take into account reasonable connections between countless factors a hand crafted world will always feel more alive when it's done properly. It takes a whole lot of work, which will generally result in a smaller world, but that small world will feel amazing. The Gothic series (especially I and II) are my best experience with that. The map in these games was completely made b hand and it shows. It feels organic and everywhere you go you will find something interesting. They were smaller than other open-world RPGs, but damn were they fun to run around in.
The original Tomb Raider had to be that way because of the movement of the character. It was all based on right angles and squares, but it tried to be organic and set in environments like jungles. The animations themselves were amazing for the time, but the movement options of the character took priority. And many of the challenges for the player were based on perfecting the movement, so I think it's actually not even a problem with the game.
I absolutely agree that especially for animations some level of procedural aspects will make the environment and the player's actions more believable and varied, but saying that procedural is always better with what we have right now is just a massive over-generalization. Things that have many varieties, but few/knowable factors can do well procedurally (e.g. an animation that takes into account the skeleton and collision). More complicated systems with more interrelated factors (e.g. varied, organic, immersive environments)... Not so much.
It all depends on what the goal of the game is. Procedural environments provide varied experiences rather than realistic ones (at least with what we have right now). If the game is about offering replayability through new experiences and environmental challenges, then a procedural approach is perfectly fine. That'S what Minecraft is all about. The biomes in that game look pathetic when compared to crafted maps of other open-world games, but they work because you are constantly looking for stuff.
-
- Posts: 303
- Joined: Thu Jan 02, 2014 6:38 pm
- Location: Chilly China
Re: Targeted Killer Discussion Thread
News alert! The game is going to have Zombies!
Last edited by renamedperson on Thu Apr 21, 2016 9:41 pm, edited 1 time in total.
-
- Posts: 303
- Joined: Thu Jan 02, 2014 6:38 pm
- Location: Chilly China
Re: Targeted Killer Discussion Thread
*Still on hiatus*