SNES Shadowrun

Matrix Survey

I haven’t gotten nearly enough replies for the matrix survey.
If possible please share this link with any friends who might be interested.

http://www.surveymonkey.com/s/7XBKSHZ

I want to get a decent collection of answers before I implement, otherwise we’ll end up with my vision rather than the communities!

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V1.7.4

In order to give people more time to respond to the Matrix survey, I decided to work on a long missing piece… The Cortex Bomb.

The basic implementation of the timer is there. Once activated you have 30 minutes or game over.

Once SRR V1.1 is released out of beta the functionality will be updated to display the counter on screen, until then you just get an annoying Tick Tick Tick message every 10 seconds.

Its important to note that each minute represents one hour in game time, so 30 minutes is supposed to represent 30 hours.

Future releases will most likely need to disable certain areas while the bomb is active – Drake Volcano, Bremerton, Aneki Tower, Dark Blade Mansion. None of those areas currently have the counter.

Sleeping also needs to be adjusted to use 6 minutes of your time (360 seconds).

I also removed a couple old scenes and unused triggers to (slightly) reduce the content pack size.

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Matrix Mapping

I’m ready to begin mapping the Matrix.
I’ve tested out most of my ideas for proof of concept.
I need to know what people want for an approach though!

Reply here, the facebook page, or on steam.

http://steamcommunity.com/workshop/filedetails/discussion/166810095/810938810920339173/

Thanks.

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Article

A quick note.

I was interviewed for an article about our project. It should show up on http://www.joystiq.com/ sometime next week.

I told the interviewer that it was important to me that Thomas and Foh got credit for all their hard work and that the project would be much further behind without them.

I just wanted to let you know, so that you could keep an eye out for the article.
(and hopefully they will have good things to say about the project!)

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Dark Blades mansion exterior and Gunshop

uploaded to dropbox, the lighting for the exterior db map should probably be very close to the lighting of the streets, though not essentially.

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not sure if its possible, but id like it if the turret in the gunshop followed the main character around, failing that, have it on an ai patrol thing.

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V1.6.9

V1.6.9
- Included fan requested, and voted for, image of Anders.
- Began balancing Rust Stilletos map. The outside map should be properly balanced and most likely beatable without support if you fought your way out of the caryards.

This is my last update before the weekend.

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V1.6.8

The progress logic has been reworked for the Rat Shaman and Rust Stillettos.
Thanks Foh!

I am unlikely to make any more changes until the weekend. On the flip side, if you are going to be in NY on Friday, you can find me at New York Comic Con.

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V1.6.7

V1.6.7
Added Drake Stronghold Maps.
There is no logic currently, and entering them will lead to a dead end.
(No way to get back)

Next update will be a good fix for the Rust Stiletto and Rat Shaman logic which will hopefully enable us to remove our temporary work around.

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props! monorail, signage, plants

http://steamcommunity.com/sharedfiles/filedetails/?id=175642505 updated today cooked and uncooked versions are up

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its a newer version of ‘the cage’ logo which im a lot happier with, plus the wooden door got resized after the screeners were taken, the monorail is a cleaned up combination of the existing props, in dark and in normal colours, also has light set and tracks, id say a lot easier for animating.

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V1.6.6

V1.6.6
- The pack got corrupted. Fortunately I take daily backups. I don’t think any work was lost.
- Changed Rust Stiletto boss logic to unlock Jagged Nails
- Verified Anders is hire-able and that he will follow you to the Rat Shaman map.
- Added real armor to old town shop. Can be purchased from shop interface.
- Replaced “fake” armor jacket with starter armor.

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