Half-Rats: Parasomnia Demo Out Now. Created 8 years ago2016-05-21 01:48:27 UTC by Half-Rats Half-Rats

Created 8 years ago2016-05-21 01:48:27 UTC by Half-Rats Half-Rats

Posted 8 years ago2016-05-21 01:48:50 UTC Post #330165
After nearly a year! Won't be long for the full-game to be finished. The hardest parts are over.

http://www.moddb.com/mods/half-rats-parasomnia/downloads/half-rats-parasomnia-demo
Posted 8 years ago2016-05-21 09:19:52 UTC Post #330172
may you please compile it for linux?
Posted 8 years ago2016-05-21 15:07:26 UTC Post #330177
Oof! I dunno' how do that.
Posted 8 years ago2016-05-21 15:16:14 UTC Post #330178
Option A : Follow my tutorial

Option B : I can do it for you (and maybe for OS X as well), send me a PM here (or at "shepard62fr" on ModDB) for details.
Posted 8 years ago2016-05-21 17:27:58 UTC Post #330180
I'm going to wait for the full version before playing. However, if you want me to like beta test for bugs or comments then I'll play it if you would like. I played loads of hl mods.
Posted 8 years ago2016-05-21 19:15:38 UTC Post #330186
Go ahead and play the demo. There's a surprise in the carriage house.

And, Shepard, that would be cool! I think for the full version, I would like it to be playable across as many platforms as possible.
Posted 8 years ago2016-05-22 10:53:41 UTC Post #330195
Found the surprise in the carriage house ^^

Also, my toaster wasn't happy with this :
User posted image
Posted 8 years ago2016-05-22 19:32:03 UTC Post #330199
13.7 fps?

Cute. Looks like I may need some hints?

This map was also from my horrible days of HRAFD.
Posted 8 years ago2016-05-23 10:12:22 UTC Post #330201
I found it neat, looking forward to the game!

Some feedback:

I found it extremely dark - anything not illuminated by the lantern was unreadable.

I don't like the tutorial narration - Being locked in place over an over for long winded explanations was tiresome. I'd rather be shown than told, are encouraged to experiment, rather than told.

There seemed to be a lot of timing issues and delays where things were taking too long to spawn or happen.

Add some autosaves so if I kill myself with dynamite etc.. I dont have to start the training all over again.
Posted 8 years ago2016-05-23 15:17:12 UTC Post #330202
I had to place the the player_freeze there to keep the player from moving ahead. I was going to do that for all monologue and dialogue. A lot of people complained about being able to run around during dialogue in HRAFD.
Posted 8 years ago2016-05-24 06:17:01 UTC Post #330212
I wonder if that original feedback was "I don't want to move at all during dialogue" or if it meant: "I's weird to be able to skip ahead and/or do things out of line with the dialogue."

Locking the player down here just felt like a really nuclear option that was jarring and tiresome.

You seem to have all the ingredients to not have to do it - lots of little sections separated by doors - Take the HL1 training rooms, the player is never frozen - the player is elegantly talked to while they get to learn and explore on their terms.

It might be worth reconsidering.

Anywho, looking forward to playing more! :)
Posted 8 years ago2016-05-24 07:11:48 UTC Post #330213
Will check this out. Expect a playthrough. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-24 15:32:13 UTC Post #330218
Will check this out. Expect a playthrough. grin - :D
A stream? :D 
Posted 8 years ago2016-05-24 16:47:35 UTC Post #330219
Nope. My Internet speed would mean abysmal quality.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-25 12:46:44 UTC Post #330221
Still waiting on the HRAFD one, hee hee.

I'm not sure what else I could do to keep dialogue/monologue paced correctly and relative to the surroundings. Like, say someone rushes ahead while HR is talking about something that the player can no longer see because they ran ahead. I mean, I could have other means, like having triggered breakable barriers...Hmmm, I'll have to really get creative. I wasn't going to have player_freezes for EVERY bit of monologue, but in many cases it's kind of my only option. The game IS toted as being narrative-driven in my defense, lol.

As for the darkness...well, it makes sense in conjunction to the story ("Abandoned", burnt logging town with no electricity whatsoever) and with the lantern oil dynamic. Think of Amnesia. There will be static light sources to light to help save on oil as well. It'll slow the pace of the game down. HR series not for action-lovers. Of course there will be total rambo moments and...there might even be a test of the full potential of our melee system by introducing an enemy that has the same melee abilities as the player...maybe.
Posted 8 years ago2016-05-25 13:41:13 UTC Post #330227
I've managed to net myself a day off tomorrow, so whenever my daughter goes down for a nap I will jump in and do a preview playthrough of sorts. That way you can get my thoughts as they happen. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-05-25 14:00:52 UTC Post #330228
Something I would like to point out about the "known issue" (if not fixed already), if your coder add the "update HUD items" message on "CBasePlayer::UpdateClientData" (just after the line of code that trigger all entities named "game_playerspawn"), does it solve the issue ?
Posted 8 years ago2016-05-25 14:53:44 UTC Post #330229
I'm not sure, I'll relay the question to him, though!
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