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Messages - thenewguy

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Alpha Testing / Re: Fumbling through the demo
« on: April 29, 2019, 01:15:35 AM »
That makes me feel better. I noticed after the police showed up my contact said my work was too noisy/sloppy so I was wondering if that was part of the script, or if I needed to try a new approach.

Alpha Testing / Fumbling through the demo
« on: April 28, 2019, 05:29:07 PM »
I've played through the first level of the demo a few times. It's been fun trying out different approaches, finding out what works, and what gets me killed.

Something I'm wondering is whether it is possible to make it through the first demo level without having the police show up? The reason I ask is one of my play throughs went really smoothly. I took out all the guards without the civilians noticing, quietly went into the target's office and took him out. Then the police arrived.

Now, to be fair, three civilians in the target's office saw me do the hit, but I'm not sure if there is any way to get them out of the room, or avoid being seen by them. As far as I know, no one else saw me (except guards, who were quickly dispatched one at a time).

So my question is: Are the police showing up in the first demo level a fixed part of the demo (ie do they always show up), or am I approaching something in the level wrong which causes them to arrive at the end?

General / Re: Pausing and save points
« on: April 25, 2019, 06:51:26 PM »
Thank you, it's nice to be back.

I really like your "temporary invincibility" concept for restores. That's better that what I came up with and would prevent the player from being caught flatfooted. They might still need to run away or take damage, but it giving the player just a few seconds to react/escape would be a big help.

By the way, I realized after sending my previous post that the game already has a "hide" option for weapons the player is carrying in their hands. This probably negates my idea of being able to pause and equip items. Previously I wanted to be able to hide or equip a weapon while the game was paused, but using the Tab key to toggle hiding already provides a better solution.

General / Pausing and save points
« on: April 24, 2019, 04:40:51 PM »
I did not know Hidden Asset was still in development. I played Hostile Takeover about seven years ago when it was available as a demo, but didn't know the project had continued under its new name until I received a message about the Kickstarter. I'm thrilled to see Hidden Asset is still going strong.

I played the new beta/demo and liked getting back into character. It's nice to see the game is mostly the same, with some improvements. The new demo is challenging enough I had to make a couple of attempts to get through it, while being pretty easy to pick up the new interface.

I have a couple of development suggestions, most of them relating to the pause feature. Specially I'd like to:

1. Be able to rotate the map when the game is paused. The first thing I do when I walk into a new level (or when things go wrong) is to pause and look around. It would be great if we could manipulate the map while the game is paused. Especially since the map rotates 90 degrees at a time, it can be disorienting to have the room spinning around while people are moving.

2. I'd love to be able to pause and equip or unequip items. Like if I hear a guard coming, I'd like to be able to pause, select a weapon and then resume the game.

3. It might be useful to be able to use medical packs before they are needed, just to "top up" player health.

4. Sometimes automatic save points occur when the player is in danger. For example, I once walked outside of the first level demo club and was immediately spotted and shot. Restoring the game brought me back to the point where I was spotted/shot, right after walking out the door. Basically there was no way for me to escape the loop of "get shot, restore, immediately get shot".

I have two potential solutions for this: A. Multiple auto-save points so if one is in a danger zone, we can jump back to the previous save point. B. Maybe have the game save at the moment the door opens rather than when the player walks through it?  C. Pause the game when we restore an auto-save point and allow the player to equip or discard a weapon so they are not caught flat footed when the restore completes.

News / Re: Release: v0.2 (and Development Video #22)
« on: March 21, 2013, 08:20:25 PM »
That sounds like a good solution. I'll look forward to trying the next beta.

News / Re: Release: v0.2 (and Development Video #22)
« on: March 20, 2013, 03:41:09 PM »
Yes, that is right. Sometimes I block when I want to punch, or punch when I want to block. Usually I end up blocking when I intended to punch. Perhaps I'm just clumsy.

News / Re: Release: v0.2 (and Development Video #22)
« on: March 19, 2013, 05:42:02 PM »
I like that idea, showing when the AI is fatigued is a good plan.

Following your advice I did manage to win a fist fight against the first guard in the demo. It took me a while to get into the proper pattern, but I've got the general idea now. My only lingering problem is getting my character to punch vs getting him to block. Having the right mouse button do both someone yields the opposite action I was intending. Would it be possible to assign one mouse button to block and the other to attack? Or assign keyboard short-cuts where one blocks and the other punches?

News / Re: Release: v0.2 (and Development Video #22)
« on: March 18, 2013, 07:18:56 PM »
I think my problem is I can't seem to make my character block more than once. If the AI begins a punch I can block the first attack, but if I then release the mouse and right-click on the enemy my character just stands there. If I try to block a new attack before all my fatigue is gone then my character just stands there and takes the hit. It seems I can only block or attack if I have zero fatigue? Is that right?

Would it be possible to add a fatigue meter for the AI opponent? It might help knowing how fatigued and hurt the AI is during the fight.

News / Re: Release: v0.2 (and Development Video #22)
« on: March 17, 2013, 08:56:30 PM »
I can't seem to get the hand of melee combat. I've given it five attempts and keep getting killed right away. I've watched the tutorial, but can't seem to make it work. It always ends up with my character standing there unable to move while the AI using him as a punching bag.

News / Re: Development Video #21
« on: March 02, 2013, 11:28:07 PM »
That sounds like an ideal design. I like the idea of being able to take down guards silently if I can take them by surprise. And it makes sense for face-to-face combat to draw nearby guards to the fight. Looking forward to testing all of this!

News / Re: Development Video #21
« on: March 01, 2013, 03:08:27 PM »
This looks interesting. I'm curious about one aspect of melee combat. In the demo video the player engages with guards in one room while guards in the other room continue to patrol. When melee combat is finished, will guards who are fighting raise the alarm, letting other guards know you are there? Or is melee combat meant to be stealthy, allowing the player to fight without risking detection?

News / Re: Release: v0.1.5 (and Development Video #20)
« on: February 09, 2013, 09:04:55 PM »
I like the new features video. I hope to try the new release this coming weekend and get hands-on experience!

Update: Tried the new demo. Managed to play through the mission without any problems. Not having separate combat/normal modes is a great improvement. The aiming/shooting felt smoother. I like the idea of the tactical mode. I found I didn't use it much, but I think it could be a godo way to show more information to the play without cluttering up the normal view, sort of like how the Batman games have their special vision mode.

Question: The animation felt quite a bit faster/smoother than in the 0.1.4 release. This means less hiding/waiting time, but it also means the player needs to react faster when things happen. Was this by design?

Also, would it be possible to add a control to speed up or slow down time? It would help players jump over the "hiding in the closet" parts of the game and it woud also make setting up tactical shots easier.

General / Re: Best score?
« on: November 23, 2012, 05:25:19 PM »
No, but you can kill the guard in the small building without attracting attention if you take him by surprise. Get rid of him before you make your snipping attempt against the CEO.

General / Re: Best score?
« on: November 22, 2012, 06:09:28 PM »
That approach works really well. You don't have to put the door lock on his office before sniping, you just have to get your sights on him quickly as he walks across the room.

General / Line of sight indicator
« on: November 03, 2012, 06:29:09 PM »
I have a suggestion for future versions of Hostile Takeover. I think it would be great if there was some way to find whether an area was in the player's line of sight. Sometimes I'm trying to prepare shots so I can shoot a guard as he enters/exits an elevator, or I'm waiting for the CEO to move so I can get him. There doesn't appear to be any way, other than guessing, if an area is within the player's line of sight.

It would be great if the mouse pointer changed colour in combat mode. Perhaps the pointer could turn red or yellow if an area is outside line of sight, but stay green if the player can hit a target in that area? This would make ambushes easier.

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