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Topics - thenewguy

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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 / 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.

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.

Bugs / A Tale of two bugs
« on: October 13, 2012, 12:12:07 AM »
I ran into a couple of bugs on my last mission. The first one is quite minor. I've found that if a guard is near a wall, when he is shot there is a chance he will fall through the wall. When this happens the game draws him hovering just outside the building.

The second bug is a bit more serious, I've managed to cause a game crash. After shooting the target, I left his office and took the elevator down to the first floor. As soon as the elevator doors opened I turned off power ot the building so that the guards wouldn't be able to use the elevator. As soon as I killed the power the game crashed with the following message:

An unhandled exception occurred at $0000000000636B2F :
EAccessViolation : Access violation

I'm running version 0.1.2 of the game on 64-bit Linux (Ubuntu 12.04). I've shut off power while standing in the elevator before (usually on the top floor) without triggering the bug. So this is a rare event.

General / Best score?
« on: October 10, 2012, 02:38:09 PM »
I thought it might be fun to compare results with other people who had finished the demo. I find my runs tend not to be very stealthy, but I usually end with most of the health. That is, I end up alerting everyone in the building sooner or later, but I rarely get shot. To date my best payout was $5,600 (one guard and the CEO saw me) and I managed to complete the mission without getting shot.

Anyone managed to get through with better results?

Edit: My last run raised my personal best to 66%/$6,600.
Edit 2: Make that 88%. Really had to make the floor layout work for me.

Final update: Finally, after many tries, I managed to complete the demo mission with 100% stealth and 100% health.

General / Guards shoot through walls
« on: October 05, 2012, 03:14:55 PM »
I've encountered guard behaviour I find strange and I'm not sure if it is a bug or intended behaviour. When I'm on the forth floor I find the guards (at least the ones dressed in black) appear to be able to detect the player through the walls even if the player is unmoving. The guard will then shoot at the player through the wall, rather than opening the door and attacking the player face to face. For some reason this only seems to happen on the forth floor.

Steps to reproduce this behaviour:
1. Take the elevator up to the forth floor.
2. Sneak into an empty office. Make sur ethe guards do not react.
3. Remain kneeling and unmoving just inside the door to the empty office. Wait for a guard to walk by.
4. The guard will stop by the wall, just on the other side of the wall from the player. The guard then turns and shoots through the wall at the player. The AI is able to shoot the player, but the player cannot return fire as he does not have line of sight.

I have tried this multiple times on the forth floor and it always results in the AI shooting me through the wall. Attempting the same thing on the second and third floor I have found the guards do not appear to be able to detect me through a wall, unless I am walking. Nor do the guards attempt to shoot through the walls of the second or third floors.

Is this behaviour by design to make the forth floor (where the CEO is) more difficult? Or is this an AI bug?

Bugs / Application crash
« on: October 04, 2012, 02:38:13 PM »
This bug is a tough one as it doesn't happen every time, but about 50% of the time.

Steps to reproduce bug:
1. Walk into building.
2. Pull out gun to scare away receptionist.
3. Loot locked office behind receptionist.
4. Walk to room with receptionist and fire shots, scaring, but not killing the receptionist.
5. Wait for armed guards to arrive in the lobby.
6. Game crashes about 50% of the time as the guards enter the room.

Output from crash:
The game window closes and the following text appears on the console:

An unhandled exception occurred at $0000000000550C0D :
ERangeError : Range check error
  $0000000000550C0D line 2105 of pathing.pas
  $00000000004562C4 line 1573 of hostile.pas
  $000000000048F9E1 line 8436 of hostile.pas

Ubuntu 12.04 64-bit, running Hostile Takeover 0.1.2 for Linux 64-bit.

Bugs / Possible AI bug
« on: October 02, 2012, 07:39:55 PM »
I've run into a situation a few times with locked doors and guards that I think may cause a loop in the AI. What happens is I will go into a room and lock the door behind me so that the guard doesn't wander in and spot me. The guard will walk up to the door and stop, just standing in front of the door. He doesn't say anything, but I get the impressive the guard's script "wants" him to open the door, but he can't. However, the guard hasn't detected me either, so he's not on alert.The result is the guard just stands there quietly, probably for ever, unable to open the door and unwilling to move on. The only way I have found to break the stalemate is to open the door, blowing my cover.

So far I have any seem this happen with the guards dressed in black. The ones in red do not appear to open doors (unless they are chasing someone), and so they just walk by the door.

Bugs / My clothes disappeared
« on: October 02, 2012, 12:42:19 AM »
I guess this is a bug, but it's a funny one. When my character kneels down to sneak most of his clothes disappear, leaving him in his underware. The clothes reappear when he stands up.This happens when using the Linux build of version 0.1.2.

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