Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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ledeir  [developer] 22 Sep, 2014 @ 9:54pm
Progress Log - Updated 1/8/18
I forgot we had this thread, sorry!
As of today, 1/8/18, we have published our beta candidate build.
While there are still bugs, this build is playable end to end.

Note: When I say something is complete I mean its fully implemented and playable but still subject to bug fixing, balancing, and may see additional features. Balancing is likely to be particularly skewed because of the changes to how armor works.

This is the current status:

INTRO SCENE
This is the scene which lets you configure initial game settings and tells you the status of the project.
- When we release, this will be changed to a configuration scene.

PROLOGUE
If you wait before beginning the SNES version you witness Jake being gunned down. This scene lets you watch that.
- Complete.

TENTH STREET
- Complete.

THE SECRET ROOM
- Complete.

THE CAR YARDS
- Complete

THE ARENA
- Complete

DOWNTOWN
Downtown is divided into several sub sections. This refers strictly to the outside maps and "non plot" buildings. IE - Drake Tower, Aniki Building, Dark Blade Manor, The Rat Shaman are all different sections.
- Fully playable.
- Doc M needs work. Does not currently upgrade his inventory.
- Doc M needs to give the players the option to replace or remove the broken jack. This will be done using the cyberware interface.

RUST STILETTOS LAIR
- Complete

THE DOCKS
- Fully playable
- "Dog" interaction in progress.

RAT SHAMAN LAIR
- Complete

DARK BLADE MANSION
- Complete

BREMERTON
- Complete

JESTERS REALM
- Complete

DRAKE TOWER
- Complete

DRAKE STRONGHOLD
- Complete

ANEKI BUILDING
- Complete

CINEMATICS
- Complete

SUMMONER SUPPORT
- This will be added in a future patch.
- This will also include spellcasting enhancements most likely.

RIGGER SUPPORT
- Once unlocked, drones are available in the caryard.
- This can use enhancement.

HIREABLE RUNNERS
- Trading logic needs to be implemented
- Fight count is not properly decreasing. This is a high priority fix.
- Logic is mostly functional.

ENEMY SPAWNING
- Ability to adjust the rate is not fully configured.
- Not considering difficulty levels

FULL MATRIX SUPPORT
- A possible enhancement for the future, though we will likely keep this matrix light. (Decking is still a useful skill to have)

SRR:HK SUPPORT
- We will NOT be porting to SRR:HK. This would essentially require redoing the entire mod.

ENHANCEMENTS
- We have a lot list of enhancements for the mod which will be added during beta.
- Quest Markers: Optional feature to help new (or stuck) players to find their way around the maps.
- Proper images for scene transitions.
Last edited by ledeir; 8 Jan, 2018 @ 8:38pm
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Showing 1-15 of 38 comments
oughtobe 22 Sep, 2014 @ 10:02pm 
Wow, this is really impressive how far you guys have come along, I haven't checked it out in a long time. Previously I did a play through in about 30 minutes, I'd like to do another one. But I'm a litttle confused, it looks like it needs to be updated to work with the new version of Shadowrun, does that mean the old version does not work? When will it be updated and running on the new version of Shadowrun?

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? :halloweener:
ledeir  [developer] 22 Sep, 2014 @ 10:11pm 
Congrats on being the first poster!

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!
Geeked  [developer] 23 Sep, 2014 @ 1:25am 
"BREMERTON - Complete" love seeing that :D still working on playing through the DFDC game - once i do ill know what props i want to use on Aneki building
Terrific job with this re-do! Reliving my childhood.
ledeir  [developer] 30 Sep, 2014 @ 11:13pm 
Glad to hear it Deihb!
Ledeir, i'm very happy and impressed since last year you started this project. And I'm very very thrilled you're still using the logo i made you ^_^ Keep going my friend, can't wait till it's done!
mightycannibal 1 Oct, 2014 @ 3:36am 
I absolutely love this project. Loved this game on the SNES and I love remakes of classic games. This is SO appreciated! And excellent work so far!
ledeir  [developer] 1 Oct, 2014 @ 8:27am 
@CptKillaGunz - It's an excellent logo :dante:

@mightycannibal - Glad to hear you appreciate it so much!
Stiffkittin 2 Oct, 2014 @ 9:37am 
Fantastic job. Impressive dedication to the completion of this project. Truly, I tip my hat to you. I especially appreciate where you've pushed beyond the technical limitations of the era to take advantage of the modern engine.

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.
Last edited by Stiffkittin; 3 Oct, 2014 @ 6:24am
ledeir  [developer] 2 Oct, 2014 @ 9:52am 
@Stiffkittin - That is an excellent suggestion. The random spawning is a bit of a headache, especially when you get to the point where their attacks can't hurt you.

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!
Tingsfrid 5 Oct, 2014 @ 2:54pm 
I second Stiffkittins suggestion. Anyway, so far I'm increadably impressed by this remake. One small suggestion concerning the atmosphere: I remember the Dog encounters being super creepy in the original, but the effect is rather lost in the remake... Have you considered swithcing the image avatar for these ecounters from Jake to Dante's HH-form or some such? New players will probably think Jake is talking to himself.
ledeir  [developer] 6 Oct, 2014 @ 8:26am 
I meant to reply earlier, sorry!
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
ledeir  [developer] 6 Oct, 2014 @ 9:18pm 
@studio.temporar - Specifically which dog conversations were the problem? It looks like the alley was correct, downtown center is a popup only, and I just fixed the docks (untested, available once I republish)
Tingsfrid 8 Oct, 2014 @ 5:53am 
Hey man, It was the first one in the alley. Ive been to the docks now, that one works perfectly and that image looks AMAZING by the way, well done. The only major bugs I've run into is that 1: It takes a while before the random encounters kick in. During that time, you can still run around. If you enter a building during this time, say at the docks, and there's enemies inside, you can become stuck. The enemies outside will still count as active and you can't get to them or leave the building. No idea if this is univesal or only possible at this specific locaion where it happend to me (Docks, Warehouse Nr5).
Geeked  [developer] 8 Oct, 2014 @ 6:53am 
thanks @studio.temporar i did the avatar for Dog. ironically, took the least time of all the portraits ive made but still one of the best - good to hear you are enjoying the mod :D
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