Ishtvan on 4/9/2008 at 06:24
I'm guessing they didn't want to bother making the "suck in" lockpicking code check if the door was flush with a wall or other obstruction on the side that the lock was on, and have to change the suck in animation to avoid clipping into the surroundings. Then maybe someone said, "Hey, I once saw a medieval door with a lock in the center, let's put them all there so that the animation never gets blocked!"
New Horizon on 4/9/2008 at 13:39
Quote Posted by Ishtvan
I'm guessing they didn't want to bother making the "suck in" lockpicking code check if the door was flush with a wall or other obstruction on the side that the lock was on, and have to change the suck in animation to avoid clipping into the surroundings. Then maybe someone said, "Hey, I once saw a medieval door with a lock in the center, let's put them all there so that the animation never gets blocked!"
Oh yes, I know that was part of it. :) Just saying, the doors do exist.
DejaEsBe on 5/9/2008 at 08:35
Ideally, disguises shouldn't just be blanket "use to conceal identity" items---I admit, they would be pretty boring if they were---but rather change the way you'd play (with their own drawbacks).
For instance, just thinking out loud...
1. A sneaking suit (the one we've come to know and love): is quiet and lets you hide easily in the shadows (like we've done for years now). Third parties don't harrass you, but guards identify you as an outlaw (like they've done for years now). If someone knows a crime has been committed, regardless of who did it, and sees you in black thief's attire, they'll pin the crime on you.
2. A "blending into the crowd" disguise. (for example, a set of your own street clothes): can't hide well unless it's near pitch black, guards seeing you sneek will arouse suspicion. Third parties don't harrass you and generally won't pin random crimes on you, and guards won't identify you unless they get a long look at your face. You're still not allowed in restricted areas.
3. A disguise for a specific person (for example, a guard or servant): practically immune to identification based on looks, but you can't hide well, and sneaking around (or acting out of character) at all arouses suspicion in everyone who sees you. Access granted to restricted areas. Since you can't sneek well, everything "illegal" has to be done out in the open, possibly with the aid of distractions or excellent timing.
If the list went on and on like this, it wouldn't be a necessary or obvious tool for each mission, just an option to cater to your own playstyle or sense of challenge. Wearing a City Watch uniform throughout most of the game, for instance, would be a ballsy prospect (basically ghosting in plain sight).
Beleg Cúthalion on 5/9/2008 at 09:22
Quote Posted by DejaEsBe
If the list went on and on like this, it wouldn't be a necessary or obvious tool for each mission, just an option to cater to your own playstyle or sense of challenge.
Especially the fact that it would only be another option - and the fact that it doesn't fit the usual gameplay - makes me probably wish that we had another mission like Undercover, but not that there is an option of disguise all the time. Plus, with Garrett's gear and weapons this would be difficult to implement.
sNeaksieGarrett on 5/9/2008 at 17:03
Hmm, you got some interesting ideas Syndef.... But I disagree on buying the compass, light gem, and maps. Here's my take: Garrett already had the compass. Unless you work it into the story, saying that Garrett lost his compass or something. The light gem.. i dunno, it'd be weird "buying" a light gem. I think it's fine the way it was in thief 1 and 2. Maps: That could work, but it would have to be worked into the story... Say Garrett lost his maps, or perhaps he was never given any for free. In that case, the buying of maps would make sense. Otherwise I say allow garrett the luxury of maps.:)
Quote Posted by Syndef
...allow the player to be swim.
Well I'd like the player "to be swim" as well.:cheeky:
Quote Posted by Syndef
...let me put stuff down without being forced to either drop it on the floor or throw it across the room (my suggestion for this is to implement a system where you press and hold the right mouse button to pick up and hold an object, and by moving the mouse around, the object will also move.
I'm guessing this would be similar to what you can do in Penumbra? (Or say, Half-life 2)
Quote Posted by Syndef
...make people look different
Yeah, totally agree... Too many of the same person walking around...
"Wait a minute, didn't I just see you in the servant quarters?"
jtr7 on 6/9/2008 at 01:09
Torches that dim over time, use up their fuel, and are maintained by servants and some guards that see it, but they have to go get fuel or another torch to replace it with, or in the case of the guard, they might have to inform a servant so they are not neglecting their patrol duties. If a torch is put out by the player, it cannot be relit, but it can be replaced, and it's while the AI are away to get whatever is needed that the player has time to act. The darkness could provide a blackjack opportunity, or an opportunity to slip past while the torch is being looked at, too.
This would work well in some scenarios, but not so well in others, and it shouldn't be used all the time. It's not important, but could bring a new dynamic, if done well. Another option, and more variation.
Kin on 6/9/2008 at 06:01
Quote Posted by jtr7
Torches that dim over time, use up their fuel, and are maintained by servants and some guards that see it, but they have to go get fuel or another torch to replace it with, or in the case of the guard, they might have to inform a servant so they are not neglecting their patrol duties. If a torch is put out by the player, it cannot be relit, but it can be replaced, and it's while the AI are away to get whatever is needed that the player has time to act. The darkness could provide a blackjack opportunity, or an opportunity to slip past while the torch is being looked at, too.
This would work well in some scenarios, but not so well in others, and it shouldn't be used all the time. It's not important, but could bring a new dynamic, if done well. Another option, and more variation.
Nice idea but all those will create a heavy load on the CPU
jtr7 on 6/9/2008 at 06:17
Oh, no doubt about it!
Beleg Cúthalion on 6/9/2008 at 06:48
At least in TDS scripting things are negligible performance-wise. Maybe hard to write in the first place, but once they work they shouldn't affect how fluently the game runs.
jtr7 on 6/9/2008 at 06:50
And there are quite a few things a designer can do to minimize excess processing. :)