18-11-20, 15:10 | #21 | |
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Joined: Apr 2012
Posts: 10,346
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Quote:
---- man this is so cool! I wonder if tr2 could be modded to include these entities in the water levels? |
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18-11-20, 19:40 | #22 |
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Joined: Aug 2012
Posts: 544
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Pretty sure it would be possible but hard/buggy; also it seems the jellyfish moves only vertically to match the player's position so it could only work in small passages and could look strange/useless in big enviroenments like in The Deck, except if we figure out a way to manipulate the AI a bit (like with enemy zones)
As I said I would still like to try them out and test by myself, and they would fit A LOT in some kind of floating/surreal level too |
19-11-20, 00:35 | #23 | |
The Inscrutable One
Joined: Apr 2006
Posts: 9,513
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Quote:
This made the jellyfish a lot faster and far more deadly. It came to the surface and went down to the depths, as it had shark A.I. OK, the eyes were a bit of poetic license in my demo (in message 19), but it lets you know which way the jellyfish was heading, either towards you or away from you, so you could run, fight or hide, he he |
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19-11-20, 12:13 | #24 |
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Joined: Aug 2013
Posts: 1,294
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