Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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ledeir  [developer] 12 Aug, 2013 @ 12:10pm
Suggestions
As with any project, there is room for improvement. If you think something would be a great addition, or simply does not work, let me know.
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Showing 1-15 of 19 comments
meridianson 23 Aug, 2013 @ 10:02pm 
I would like a manual save function that saves the current state of the game: where you are, what you've accomplished thus far, etc (available outside of battle sequences).
ledeir  [developer] 24 Aug, 2013 @ 1:19am 
We do have plans for a basic save function for when you absolutely have to quit. Its not going to save the exact state of the scene though because that's not the spirit of the game. The SNES version ONLY let you save when you found a bed. So basically it will save your karma, items and the current scene, but when you resume playing you will be back at the start of the scene or the last "teleport region" you went to.

This does mean you will lose some progress, but you shouldn't lose much. I doubt you'd even have to replay 10 minutes.
Last edited by ledeir; 24 Aug, 2013 @ 1:23am
ledeir  [developer] 10 Sep, 2013 @ 1:30pm 
oughtobe Sep 9
- When you go downtown a few events happened.
- when you go towards rust stillettos some random guy is getting mugged
- near dog a car drives by and some random thug shoots at it.
- Little touches like that would be awesome if you could implement them.

- a better clue to go and search the docks for the dog spirit.

- Some transition to make it more logical to ask the businessman about lone star.

- Grim reaper patron shows unavailable conversation options like Maria and Tickets in grey

- Add some clue or hint to why the guy who is thirsty knows about lone star and grinder. Maybe give a hint from the grenade guy about someone at the grim reaper seeing grinder or lone star or something.

oughtobe Sep 8
- If you are going to change the game, make it so it is easy to figure out

- the lady in front of the club you need to talk to about Maria and the tickets is annoying to lock on to, you have to wait until she stops in a certain area.

- it's kind of annoying that it takes so long for the enemies to kill me in the prologue, how hard is it to implement a karma level meter at the beginning? In some other campaigns I've seen the option of doing 150+ karma or 250+ karma enemies so everything is leveled correctly.
oughtobe 11 Sep, 2013 @ 3:08am 
Were you planning on replying to my comments? Also, do you have a private forum where the developers discuss the reboot? I'd like to see if I can help out, I'm really passionate about this game and the reboot and I'd like to help develop a SNES style remake, I've always been a little bitter that the game hinted at a sequel in the ending and we never got to see one. I was hoping harebrained would do a proper sequel but it doesn't look to be one of their priorities at the moment.
ledeir  [developer] 11 Sep, 2013 @ 8:49am 
Yes, I'm planning on replying, don't worry, I haven't forgotten you! (sadly the real world interferes)
ledeir  [developer] 11 Sep, 2013 @ 9:01am 
Starting from the bottom to the top
- Prologue enemies - I need to do a bunch of map updates on the prologue. When I do that, I'll adjust it so they kill people much quicker regardless of power. (I'll base "death" off of damage dealt rather than life.)
- The roaming actors definitely need to be modified so they stop when you click then. Its one of the fixes on the list (but low priority since none of them are plot critical. You can get the keywords elsewhere)
- Making the game easy to figure out will come in the alpha version 2 (or later). Once the game is fully build we will be adding various new features to make it more friendly. There will be a setting screen in the beginning so that traditionalists can still get the "original" version while others can choose to have quests to provide hints on what to do (as well as some other improvements)
- I definitely agree we need some clue to talk to the bar patron about Grinder and the business man about lone star. I'll see about adding some other hint conversations in the future.
- I honestly don't remember the random events! Foh is looking into them though so we should hopefully be able to add them. Related note - I have no idea how to add playing frogger to cross the street.
oughtobe 11 Sep, 2013 @ 11:22am 
Yea, I actually really liked the frogger part, based on the main campaign you should be able to do the little non combat events that happen, but I don't see how you could get the cars to drive by and hit you, but hopefully someone at harebrained schemes would know more about that.
Terikan 1 Oct, 2013 @ 8:30pm 
I found this very difficult, despite being a huge fan of the original. You need a basic store to make use of the skills you chose to during char creation. While that might not be the in spirit of the original, neither is char creation, so with one you need the other, else you are fairly gimp.

I would play the original again to see if it's just as hard to get anywhere or level (I can't even survive many of the rooms in the first part of the game) but just don't have the inclination.

I like what you are trying to do here though.
ledeir  [developer] 1 Oct, 2013 @ 8:51pm 
@Terikan - Indeed, its difficult and not everything transfers nicely.
A key point in the beginning is that you don't have any gear or even armor, so you are supposed to struggle until Old Town when you find the first shop.

Any suggestions for specific gear / items that would help you survive in the beginning?

What type of character did you make?

When we are ready to release, I'll definitely make it clear in the description what to expect. I dare not change it earlier since it will probably break the ability to update in steam.

Thanks for playing and letting us know your thoughts!
oughtobe 2 Oct, 2013 @ 11:16pm 
You should go back and play the original again Terikan. It was very hard, I used to die all the time until I really got the hang of the game. If you don't know how to get to the caryards quickly, gain some karma by killing the guys over and over again in the caryards and then fight in the arena, you die a lot at the beginning.
Thunderforge 2 Feb, 2014 @ 3:03am 
I'd like to see a way to flat out disable puting points in Decking and some of the magic skills until the point in a story where it's allowed. This would obviously require a change to the Shadowrun Returns engine, but I feel like there are enough mods where this would be beneficial (several have no Decking component, so disabling it would be desirable) and I think that Harebrained Schemes would seriously consider it if the authors of this mod asked them, given how supportive of this mod they have been and how much they've encouraged its creation.
Last edited by Thunderforge; 2 Feb, 2014 @ 2:05pm
Thunderforge 10 Feb, 2014 @ 8:49pm 
Here's a couple of suggestions:

-When you pick up an item, I'd like to see the description appear in one of those brief yellow bubbles. That way when you pick up a note or whatever, you don't have to pull up your inventory to see whatever is written on it.
-When you enter a new location, you get the option to call in support, even if you don't have any. That dialog shouldn't appear in that case.
-When you click on the bed, you have to go through a dialog to confirm that you are approaching the bed in your apartment. I've already clicked on it; that should be confirmation enough that I want to use the bed. This dialog shouldn't appear.

And now for a longer one:

Most of the deviations from Shadowrun Returns gameplay are for the story. You can't deck until a certain point in the story because Jake's got his datajack messed up. You can't use summoning until a certain point in the story because those are given out as rewards to story quests, and this is ultimately a story about Jake's awakening. But having to go back to your bed to cash in karma doesn't have a story reason for it. It's a purely mechanical holdover from the SNES game that was there to encourage saving. It doesn't affect the story and having to go back to your bed winds up being busywork in this version.

I'd like to have this mechanic revert to the original behavior in Shadowrun Returns where you can spend the karma right away. This should also help the survival rate for new players who can't figure out where to find Jake's apartment, as they can spend their karma sooner. There shouldn't be any balance issues otherwise, since the gameplay would be the same as the official campaign.
Last edited by Thunderforge; 10 Feb, 2014 @ 8:52pm
ledeir  [developer] 10 Feb, 2014 @ 10:09pm 
@Thunderforge, once again you have good comments. We appreciate it.
- Having the item descriptions appear immediately is a good, if messy, idea. It would require making triggers for all the item pick-ups as opposed to relying on the out of the box logic... I will likely put that decision up to a community vote before taking any action.
- Disabling the "on support" interaction when you have no contacts is something that will be implemented once we get to beta. That entire feature will be optional once we get to beta so thats the logical time to make that fix.
- No objections to fixing the bed logic. Thanks.
- Karma cash in - Looks like that's another thing to implement for the beta, the option to use the default SNES way or the SRR way. I don't remember if it was already on our list...
Thanks for taking the time to share the suggestions. It will be a little while before you see any of them take shape, but they are on the list!
Thunderforge 11 Feb, 2014 @ 10:51pm 
Glad to hear that these will be considered! When you do the surveys for the community, I hope that you have options for every possibility. For instance:

==Which karma system should we use?==
-SNES karma system only (i.e. karma is available when you visit a bed)
-Shadowrun Returns karma system only (i.e. karma is available immediately)
-Both, with the SNES karma system being the default
-Both, with the Shadowrun Returns karma system being the default

I think it's important to ask all four choices because it might turn out that people don't care for one (thus there is no reason to program it) or it might turn out that they like the choice, but have differing opinions for which one should be default.
Last edited by Thunderforge; 11 Feb, 2014 @ 10:54pm
ledeir  [developer] 11 Feb, 2014 @ 11:31pm 
I've seen some modules with options scenes in the beginning and I was figuring I would use that approach. Though its true even then there needs to be a default so people can skip the configuration if they are in a hurry...
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