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Also, how did you implement the secret room? Since the interface is different, you can't exactly do what you did on the SNES, can you? I think it was walk around the lamp post three times and then use the matches twice on the SNES, is that even possible?
You are welcome to play through whenever you want. ;)
Because you are on my friend's list, you are able to see (and comment) before anyone else. At this point I believe it will work (mostly) normally on Director's Cut but we haven't tested it yet. Various things unexpectedly broke between SRR 1.1 and 1.2, so who knows what to expect from an entirely different version!
The old version, the one published to the SRR Workshop currently works and will continue to work. It will not have any future updates though since there really isn't any reason to. We already require Dragonfall props. All existing players received DC free and no new players will get the DLC props (meaning they won't be able to play the old version)
The new version is up and running but untested beyond the very basics. We have a couple volunteers to run through and make sure everything still works and you are more than welcome to as well.
Regarding the secret room I'll send you a private message. So far people have been able to figure it out by clicking around though.
I hope I made sense, I'm a little tired. I hadn't expected to spend so long transfering info!
@mightycannibal - Glad to hear you appreciate it so much!
One thing I was wondering if it would be interesting, is to take the slightly antiquated game mechanic of the snipers and elaborate on the narrative design intent behind it. Making the random shooter attacks into a series of scripted and interesting 'ambush' encounters could be a more entertaining way of expressing the same challenge for players? Perhaps combined with some sort of alarm or alert level which increases when Jake is out in public that results in a negative status effect or encounter? I'd think that would be more fun to design and implement and would possibly fit better with the usual SR:DF gameplay.
Just some thoughts. Either way great work fellas. I very much look forward to playing the finished release.
I think having some sort of alarm level based on time spent doing various activities could be good. Changing them from random to scripted encounters like you said would also be good.
That being said, this is the type of thing to work on after the mod is playable start to finish. We have numerous people who have been patiently waiting for that, and I'd rather not make them wait even longer! We will definitely look into it when we get to "beta" though!
Thanks for the comment!
The image was supposed to be a custom dog image we had. That is an easy fix (and an easy bug to cause). I'll look through the dog conversations and fix them.
Thanks