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Old 28-03-17, 23:08   #121
Enya Brennan
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Originally Posted by Tombraider95 View Post
I feel that the Polaroid in the center fits TR2 because obviously of the main menu Lara's Home option. But here the image will change depending on what level you are on. It will display the title of the level and a screenshot from that level, as if Lara has taken the photo herself. I thought this would be a nice idea to include!
Splendid idea! It reminds me of the changing level backgrounds in TRL, which I loved even not knowing the reason why The project is shaping up to be spectacular, keep up the great work!
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Old 28-03-17, 23:21   #122
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Oooh don't change the image. Add more polaroids onto the desk overlapping previous levels. Like she's collecting photos.

Also you could make some of them shots that Lara has set up like the von croy one. Standing outside the great wall for example. Classic Lara liked to have fun.
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Old 28-03-17, 23:47   #123
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I like it! Keep the good work
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That's a very cool idea - I like it
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I like it too, great job !
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I really like this idea! It looks great so far!
Thanks guys!

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Splendid idea! It reminds me of the changing level backgrounds in TRL, which I loved even not knowing the reason why The project is shaping up to be spectacular, keep up the great work!
Yes the TRL loading screens are great!

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Originally Posted by Boobandie View Post
Oooh don't change the image. Add more polaroids onto the desk overlapping previous levels. Like she's collecting photos.
That could be a good idea! I'll give it a go and see what it's like
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Old 29-03-17, 00:19   #124
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I also really like the desk idea. Lara's supposed to be a photojournalist, right? Her "day job." It would make sense for her to be photographing each location, like Boobandie suggested.

It is a bit busy for an inventory background, even with the image being dimmed. Perhaps you could add a highlight behind where the inventory items will appear, to make them more visible? Something like this?
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Old 29-03-17, 01:01   #125
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Btw did you get permission to use the artwork?
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Old 29-03-17, 18:24   #126
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^^
Yeah it's all good!

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It is a bit busy for an inventory background, even with the image being dimmed. Perhaps you could add a highlight behind where the inventory items will appear, to make them more visible? Something like this?
Maybe It may look busy but to me in game it flows quite nicely. Whenever this gets beta tested in the future I'll see then if players have a problem with it and possibly alter it slightly if needed
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Old 30-03-17, 00:08   #127
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Is it showing up as the background for the pause menu as well? I was experimenting with a similar inventory background concept but didn't like that it also showed up with the pause menu. It makes it way too busy for the text in statistics and control configuration.
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Old 30-03-17, 17:16   #128
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Originally Posted by Boobandie View Post
Is it showing up as the background for the pause menu as well? I was experimenting with a similar inventory background concept but didn't like that it also showed up with the pause menu. It makes it way too busy for the text in statistics and control configuration.


I think it fits well! I like how the numbers are on the Polaroid.
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Old 01-06-17, 17:45   #129
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~ Update ~




Now that Diving Area has been built, all the levels in the first section are almost done! Yay! So now it's just the process of going back through and fixing things, finishing things and making sure I'm happy with each one. All the levels are about 80% done.

After the levels are finished I'll need to finish Lara's Home. I've just got to finish building the last bits and then add the gameplay, it shouldn't take too long.

The big challenge will be doing all 3 cutscenes. I've decided I'm not going to have them in the level as setting up all the flybys to be positioned correctly at the right time is extremely difficult; especially when they jump from different locations. So instead I'm going to position cameras in multiple places and record the whole cutscene a number of times. Then I'll edit all the clips together, cutting them at the right time so the transitions are a lot better, rather than relying on flybys. Then in-game it'll just be FMV's that are triggered.

However before I record the cutscenes I need to make sure the models I'm using are completely final. Currently I'm hoping to change the Lara model/outfit I'm using to something new, but until then I can't do any recording. So for now it's just finishing and fixing a lot of stuff
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Old 01-06-17, 17:57   #130
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Originally Posted by Tombraider95 View Post
The big challenge will be doing all 3 cutscenes. I've decided I'm not going to have them in the level as setting up all the flybys to be positioned correctly at the right time is extremely difficult; especially when they jump from different locations. So instead I'm going to position cameras in multiple places and record the whole cutscene a number of times. Then I'll edit all the clips together, cutting them at the right time so the transitions are a lot better, rather than relying on flybys. Then in-game it'll just be FMV's that are triggered.
What I did was use scripting to cut the cameras as the exact frames. It works excellent, except I have faced the camera limits in the Opera House cutscene and I'm trying (and struggling) to add some fixed cameras instead.

Anyways, good luck with everything
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