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StingingVelvet: I made a little mission in just an hour or so. Nothing at all big or interesting, just load into a lab and kill some goons, get a victory message, etc. Still neat I could do something that quickly.
Not too complex, then? (As in friendliness, not what you can do with it)
Post edited July 26, 2013 by Gazoinks
I haven't been able to work up the will to finish Dead Man's Switch yet. I don't mind linear if the hubs are freely explorable and have side-quests, but this takes linear to a whole new level.

The game has a cool intro set-up, but once you get out of the Morgue and into the Seattle streets, it doesn't take long to realize just how tiny and boxed-in the maps are, once you realize that the only thing to do on each map is talk to the people the game wants you to talk to, and go to the locations the game wants you to progress, it immediately starts feeling really artificial quick. The dialogues and music are the only thing that really kept me playing.

I might try and finish it when the next campaign comes out to import my Mage. I can only hope that the main campaign is basically a tech demo of the editor and the real awesomeness is yet to come in the form of conversions of official Shadowrun modules by fans, I also note that SRR is the top-seller on Steam so I hope they put that money to good use and make some bigger OPEN adventures for us.

There's some sparks of goodness in the main campaign though, the "puzzle" with getting into Coyote's computer was interesting because you can actually bypass that entirely by using Decking to hack the computer (I wasn't playing a Decker). I also have been able to bribe my way out of a few encounters that could have turned ugly. So there is definitely the possibly for some alternate solutions.

Not sure about that character system though, very boring, anyone know if the editor can change it?
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Gazoinks: Not too complex, then? (As in friendliness, not what you can do with it)
It's surprisingly similar to the Morrowind editor, which is the only other one used extensively. Build with tiles, lots of "if this then that" scripting. With only two wiki pages and an hour you can make a small dungeon with a kill 'em all mission. Works well.

I would guess it will be simple to make a module that is basically a series of shadowruns, which is what the "official campaign" basically is. Making a real open world CRPG would be a lot harder, which I am guessing is why they didn't do it yet. It could be done though, with the engine and tools, for sure.
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Crosmando: I haven't been able to work up the will to finish Dead Man's Switch yet. I don't mind linear if the hubs are freely explorable and have side-quests, but this takes linear to a whole new level.
I got over the disappointment when I stopped thinking with my RPG brain and took the game as a strategy mission-based affair. If you think XCOM or even Syndicate it makes a lot more sense and is of high quality for that kind of game.
Post edited July 27, 2013 by StingingVelvet
Something like Bladerunner (the Game by Westwood) should be doable perfectly fine though.
You have a large Overworld map but you could only visit certain locations.

Depending on your findings a new location was added to the map and you could visit it. you could also revisit older locations.

I hope they will do a Bladerunner Mod for Shadowrun Returns. Or another Mod with a Film Noir style Detective Story.
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eispfogel: I hope they will do a Bladerunner Mod for Shadowrun Returns. Or another Mod with a Film Noir style Detective Story.
A Tex Murphy mod for Shadowrun Returns you say? Hmmmm ...
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eispfogel: I hope they will do a Bladerunner Mod for Shadowrun Returns. Or another Mod with a Film Noir style Detective Story.
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stonebro: A Tex Murphy mod for Shadowrun Returns you say? Hmmmm ...
Holy crap that'd be awesome. A noir-style story in general'd be awesome. I've love to see mods that deemphasized the combat (it does seem fun, nothing against it or anything).
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eispfogel: Something like Bladerunner (the Game by Westwood) should be doable perfectly fine though.
You have a large Overworld map but you could only visit certain locations.
Yeah, that's pretty standard anyway. Fallout, Baldur's Gate, etc.
Post edited July 27, 2013 by Gazoinks
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eispfogel: Depending on your findings a new location was added to the map and you could visit it. you could also revisit older locations.
I'm nowhere near talented enough to create a map interface but hopefully someone will and share it on the workshop. If that never happens you could easily do a hub world with various clickable triggers that send you to other hub worlds.
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eispfogel: Depending on your findings a new location was added to the map and you could visit it. you could also revisit older locations.
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StingingVelvet: I'm nowhere near talented enough to create a map interface but hopefully someone will and share it on the workshop. If that never happens you could easily do a hub world with various clickable triggers that send you to other hub worlds.
Is the workshop set up to allow you to share stuff like that in addition to full modules?
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Gazoinks: Is the workshop set up to allow you to share stuff like that in addition to full modules?
Yes, right now "loot corpses" and "random events" are two popular mods on the workshop. Also some new art assets like a hooker on a bed and green grass. All of these are up for other modders to use without hassle, which is great. Seeing a world map pop up rather quickly would not surprise me.
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Gazoinks: Is the workshop set up to allow you to share stuff like that in addition to full modules?
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StingingVelvet: Yes, right now "loot corpses" and "random events" are two popular mods on the workshop. Also some new art assets like a hooker on a bed and green grass. All of these are up for other modders to use without hassle, which is great. Seeing a world map pop up rather quickly would not surprise me.
Awesome. Cool there's already Random Events out, love those guys. :)

Ooh, ooh, 'nother question. Is there a way in place to import characters between missions? Would make episodic stuff more plausible.
Post edited July 27, 2013 by Gazoinks
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StingingVelvet: Yes, right now "loot corpses"
Doesn't it destroy the game's balance?
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Gazoinks: Ooh, ooh, 'nother question. Is there a way in place to import characters between missions? Would make episodic stuff more plausible.
Yeah I think it's an option, when I started the mod campaign it asked me if I wanted to.

Speaking of mod campaigns I played "Lost Lamb" and it was interesting. It was short but it took place in a city area with lots of going back and forth from a bar to a shop and apartments and whatnot. So all that stuff is certainly possible despite not being in the official campaign.
I'm hoping someone remakes the Genesis version using the engine. That wold be awesome. I would especially like random runs. Not sure if the engine is capable of t though.
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StingingVelvet: Yes, right now "loot corpses"
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keeveek: Doesn't it destroy the game's balance?
I suppose campaign creators would just have to compensate.
Back when I played the P&P RPG we never looted corpses, it wasn't really a part of the game.
But the computer version is already pretty radically different, so I guess it wouldn't be too bad to just have them loot some ammo and money.
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keeveek: Doesn't it destroy the game's balance?
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Smannesman: I suppose campaign creators would just have to compensate.
Back when I played the P&P RPG we never looted corpses, it wasn't really a part of the game.
But the computer version is already pretty radically different, so I guess it wouldn't be too bad to just have them loot some ammo and money.
You essentially have infinite ammo clips. Your gun can run out of shots but you can spend an AP to reload. I remember most quality weapons in the PnP RPG being equipped with biometrics or kill switches so you really couldn't loot corpses of anything really good anyways - so I find unlootable or minimally lootable corpses more realistic to the setting.