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 Post subject: Re: Update, October 2012
PostPosted: Wed Oct 17, 2012 10:54 am 
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@tatu: here's a screenshot of the beach terrain we had going during our initial development phase, it even has foundations scattering in a rough mock up of what we wanted.
Image


We didn't get very far :P


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Think it would be good to start with planning the beach and JR, seems they would remain relatively unchanged in their overall paths between the beta/retail and walkthrough.


Personally I believe that JR was changed quite a lot when they moved parts of PH into it. The beach and the hidden valley might have been part of PH.


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 Post subject: Re: Update, October 2012
PostPosted: Wed Oct 17, 2012 12:55 pm 
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@Tatu: Probably PH. That level's always intrigued me, as has JR. However, for now I'm probably going to mess with PV. I've been around the level in TresEd so many times that it's kind of ridiculous. The triggers in PV are a little irritating atm though. Especially the Geo plant's. However, I could probably cut out the need for the Geo plant by simply having someone else assigned to do SH. I don't think the SH heightmap was much different before being merged with PV and LAB. It was mainly just turning the power on, walking to the INGEN Harbor and solving the puzzles and crap in there iirc. The whole Shores level seems a little anti-climatic and long concept-wise. Probably why it was dropped and split in half.


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 Post subject: Re: Update, October 2012
PostPosted: Wed Oct 17, 2012 1:23 pm 
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glitchhunter09 wrote:
@Tatu: Probably PH. That level's always intrigued me, as has JR. However, for now I'm probably going to mess with PV. I've been around the level in TresEd so many times that it's kind of ridiculous. The triggers in PV are a little irritating atm though. Especially the Geo plant's. However, I could probably cut out the need for the Geo plant by simply having someone else assigned to do SH. I don't think the SH heightmap was much different before being merged with PV and LAB. It was mainly just turning the power on, walking to the INGEN Harbor and solving the puzzles and crap in there iirc. The whole Shores level seems a little anti-climatic and long concept-wise. Probably why it was dropped and split in half.


Yeah. I actually wonder if we should go with what I believe you said earlier, that PV and LAB is the way they are now. PV will be really short otherwise. Also that would save us time since we don't have to do terrain work for the SH level.

On the other hand. Maybe we can make Shore a hidden level or a bonus level, where we could use the view building etc.?


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 Post subject: Re: Update, October 2012
PostPosted: Wed Oct 17, 2012 3:47 pm 
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We COULD do two versions of PV and LAB. One version with SH omitted and another with it included as a separate level. But yeah, take into account you'd have to do two sets of complex puzzles and you're looking at a potentially boring level here. Probably why it was split. You not only had to turn the power on, but also had to look for the stupid card keys at the Harbor and use the keypad to get in. It could get pretty boring. Then again, you have other stuff such as the Crane fighting the T-Rex. Those could easily be implemented into the LAB level though. Likewise the other stuff with PV's half of SH.


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 Post subject: Re: Update, October 2012
PostPosted: Wed Oct 17, 2012 6:10 pm 
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Are we "remaking" Trespasser, or finishing it?

And how detailed are we going to be in accuracy to the 1997 walkthrough, screenshots, etc.?

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 Post subject: Re: Update, October 2012
PostPosted: Wed Oct 17, 2012 6:48 pm 
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A little bit of both. Remember, numerous levels and things were dropped from the game during development. We only have some of these assets so we may have to remake others.


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 Post subject: Re: Update, October 2012
PostPosted: Thu Oct 18, 2012 5:56 am 
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awesome24712 wrote:
Are we "remaking" Trespasser, or finishing it?

And how detailed are we going to be in accuracy to the 1997 walkthrough, screenshots, etc.?


As Glitch said, a bit of both. The 1997 walkthrough actually have more suggestions in many cases rather than detail. Also the town had many other buildings and since we don't know how they look, and that most of them was never made (confirmed by devs), we will probably use the town already in the game. Anne's voiceover script along with the walkthrough is probably the best source of information. The walkthrough will give us many location where we can use our skill and imagination to the puzzles, since many doesn't have any informations other than a small headline.


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 Post subject: Re: Update, October 2012
PostPosted: Fri Oct 19, 2012 11:16 pm 
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tatu wrote:
The flower itself is actually in build 96's IJ level. By the pond where you meet the first T-Rex. The reference to E3 might have something to do that they had a huge mud? thing there before the rock-section.

IJ is the E3 demo, the one which featured, among other things, the pickable flower... and that's the reason it's still there in Beta 96.

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 Post subject: Re: Update, October 2012
PostPosted: Sat Oct 20, 2012 12:39 am 
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Should we post in the original threads or new ones be started for each level?
Just think if the first post of thread contained a summary of ideas and plans, so its easier to know whats happening, and discuss.

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 Post subject: Re: Update, October 2012
PostPosted: Sat Oct 20, 2012 1:18 pm 
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enigma wrote:
Should we post in the original threads or new ones be started for each level?
Just think if the first post of thread contained a summary of ideas and plans, so its easier to know whats happening, and discuss.


Use the original threads when possible. I noted some levels like IJ wasn't even planned for it.


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 Post subject: Re: Update, October 2012
PostPosted: Sat Oct 20, 2012 10:58 pm 
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Decided to put this up on Steps To Trespassing:

http://stepstotrespassing.yolasite.com

There's also something else on the main page as well. . .

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 Post subject: Re: Update, October 2012
PostPosted: Sun Oct 21, 2012 12:43 am 
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There is a new sub-forum in here "Research" All research related topics are to go in there, development topics will be posted in here. I may go and delete the old topics we wont use with information we dont want/need.

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 Post subject: Re: Update, October 2012
PostPosted: Sun Oct 21, 2012 12:51 am 
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RexHunter99 wrote:
There is a new sub-forum in here "Research" All research related topics are to go in there, development topics will be posted in here. I may go and delete the old topics we wont use with information we dont want/need.


Don't delete any old topic since they still have ideas for levels and it's part of the old project. Rather just let them be there or put them into a new sub-forum. They are still great ideas for fan levels in the future. To many information is lost when deleting them. So DO NOT! :pirate:


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 Post subject: Re: Update, October 2012
PostPosted: Mon Oct 22, 2012 10:52 pm 
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This is suppose to be a community project. But for some reason it doesn't seem to be that since there is no discussion on some parts and decisions are made without asking the other members of their opinion. This project will not come very far at all if this continues like this.


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 Post subject: Re: Update, October 2012
PostPosted: Mon Oct 22, 2012 11:12 pm 
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Forum organization doesn't have anything to do with the community or any projects, it's an administrative matter. And if anyone is to blame, it should be Drac for making a mess of the forum structure in the first place *without asking anyone* back then when he had administration rights.

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