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1) Is it possible to create an item with a custom model? We are talking about such items as ankhs or jaguars and so on. I have another model that I want to see as an item, but I can only choose from the existing ones in the list. Of course, there is a mod that has this feature - Advanced Monster Item Classes. But I'm not sure if it will work correctly in your mod.

2) Will there be any friendly characters in the future? Which could become part of the level's plot with some dialogue. Also, it would be a good idea to create allies to help in the fight against enemies. And also neutral creatures for the environment.

3) Some games/modifications allow you to select skins/models for weapons. Your mod uses new models for weapons. Will it be possible to switch from new models to standard ones and back?

4) What will the remaining 2 chapters be about that we don't know about yet? In addition to the planet Atlantis and Angkor.

5) Will there be new game modes in the modification? Survival, etc...

(1 edit)

1) I'd love to figure out how to do custom items, because I don't know how to do it. But until then, if you have any specific models in mind, I can probably add them.

2) No friendly characters, at least not ones that actively participate in the fights. That's one of the things I dislike about later Sam games. The npc sidekicks. If they're too powerful, then they take away the action. If they're not powerful, then they're pointless. In SS2 they could be straight-up in the way and eat your shots. Neutral environmental npcs also feel pointless.

3) The thing is, a lot of the new models for weapons also change the weapon's mechanics. The shotguns are faster with tighter bullet spread, for example. Also the alt fire and stuff like that. Is the model switch going to affect those mechanics as well? I don't even know how to code such a thing.

4) Second episode will be deserty and middle-east inspired. But not Babylon or Egypt, more things like Petra, Wadi Rum, Quseir 'Amra. The fourth episode will be in space, with lots of wacky gravity.

5) I'd like to do new game modes, but I'm not all that invested in those things. If someone wants to do it, that'd be good, but it's unlikely I will bother with it. Edit: Extra deathmatch maps would be sick tho.

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Hi, Jester. These are the items I would like to add to the item list. Essentially, the most suitable animation for them is SmallOscilation. Also, for the archive I have attached a video with effects and textures of effects for the key and treasures. If we can implement this too, it will be very cool!

It is also advisable to maintain the dimensions. From the smallest (key) to the largest (armor)

https://drive.google.com/file/d/1IlCotrQxuofqXurbpUWlnz8yhqnesKOA/view?usp=shari...

Note: These are all the items I wanted to add (I think that's all). If you're interested, these are all the items that I'm developing for the new campaign.

(3 edits)

Quick question: Do you want the player to be able to carry multiple of these? Because for most key items, you can only carry one at a time, but it's possible to let the player carry multiple. Doors are just going to work differently (with single carry key items, you can set the 'key' function on the door, but multi-carry keys don't register like that).

Edit: Also, one of the items (a helmet) has multiple parts. I'm not sure if that's possible with an item.
Edit2:  Here they are as functional key items (except the multipart helmet). Do you want them to display some specific name. Right now they're all just generic "shield," "sword," "armor." Do you want them to be more specific like "Centurion's Helmet" or something?

About carrying objects. Sometimes, there will be places, for example, where you need to collect 3 swords to open a door. But usually, to complete part of the level you need to collect different types of treasures, 1 item each, or just 1 treasure. So, I'm more in favor of the player being able to carry several of the same items. But at the same time, so that the situation where you need to collect different items is not disrupted.

About the names of the items. I agree that there needs to be a more specific name for the item. Unfortunately, I do not have information about a more precise name for the item. You can settle on what they will be called, for example, an Ancient Greek Sword and so on. This way there should be no conflict between other swords (if there are any) and the rest of the items.

In total, 2 types of helmets were conceived. I see that the problem is with the first type. One person helped me create a single model (from one part) and I am ready to give it to you so that the item works correctly. This model has its own rotation animation. I hope this won't be too much trouble. If anything, you can do regular animation for it like other items, if possible.

https://drive.google.com/file/d/1eABe1QI_GVo2J2NjDpnxLejJ5sAAgfBK/view?usp=shari...

Okay, I'm gonna make the stackable. Just keep in mind, that will require the mapper to use triggers to activate door controllers, as opposed to its built-in key function. Which is functionally the same anyway.

Fine. We are waiting for a new update. By the way, when will the update be released?

In a couple days.