Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 16 Sep, 2014 @ 12:08am

V2.0.5.13

- Added two conversations to Drake Tower.
- Slight patrol related changes.
- Delayed alarm bug fixes

NOT TESTED.
A lot of logic in the conversation is not yet implemented either,but its a bit late.

Update: 11 Sep, 2014 @ 10:25pm

V2.0.5.12

- Various bug fixes, mostly UI / clipping issues.
- Fixed the random nuyen warning in Dark Blade Shop

Update: 8 Sep, 2014 @ 11:37pm

V2.0.5.11

Downtown Hotel bug fixes.

Update: 8 Sep, 2014 @ 11:34pm

Double clicked submit!

Update: 7 Sep, 2014 @ 9:46pm

V2.0.5.10

Continued Drake Tower Progress
Shadowrrunners now spawn on this map, rather than use "player spawners".
This allows me to add conversation options to them easily, without impacting other scenes. This had the temporary side effect of slowing the loading. I'll work on that.
Its still rough, and it will be improved, but its an important step.
Also played with Splatter's logic. (and yes, I know I left the debug comment in)

We still need "challenge conversations!" If you want to be part of the game (literally) message us samples through our facebook page!

Update: 6 Sep, 2014 @ 9:57pm

V2.0.5.9

Small fixes here and there.
Initial drafts of the conversations submitted by Thomas have been implemented on the third floor of Drake Tower. Untested!

Update: 4 Sep, 2014 @ 9:42pm

V2.0.5.8
- Addressed Mermaid conversation issue (untested)
- Removed get rich quick hack in Drake Tower (untested)
- Modified the Downtown hotel so that you get a key until you leave the scene. This allows for returning if you accidentally leave. (untested)
- Adjusted Drake Tower disguise logic to lay groundwork for disguising the whole team.

I was going to work on the conversations as well, but I blanked on how to use etiquette and the wiki wasn't being responsive so I'm just calling it a night. :(

Update: 30 Aug, 2014 @ 10:51pm

V2.0.5.7

Bug Fixes
- Fixed camera issues with the strobes. Hopefully this will resolve the staking issue.
- Did not verify, so hopefully this didn't break anything else.

Drake Tower
- Began adding logic for a stealth kill and body hiding on the 3rd floor.
- Added placeholder for "employee" disguise on 3rd floor.
- Added placeholder for "locker" conversation on 3rd floor. It is currently overly sensitive for line of sight so timing is hard.
- Two out of Three conversations on the third floor have been updated with rough drafts (no logic). I forgot how much of a headache they were to make! (and I haven't spell checked / edited yet so they are hidden)
- Provided you have the Drake keyword, Helicopter pilot will take you to Drake Volcano. (I don't remember if we added the keyword yet, and going to the volcano may void your save)

Update: 26 Aug, 2014 @ 10:08pm

V2.0.5.6

- Finished added placeholder conversations to Drake Tower
- Added Combat Triggering Logic
- Resolved issue of actors spawning multiple times on revisiting floors.
- Combat currently has "neutral" lag. That will be dealt with later.
- Logic is sloppy in places, it will be cleaned up later.

Next step is coming up with conversations... which you can help with!
Message us on our facebook page with sample conversation trees (plain text) that might be triggered when trying to talk your way past security into a locked room or a private computer.

Update: 25 Aug, 2014 @ 10:39pm

V2.0.5.5

Small update.

Included the first fan-submitted conversation. I think it adds a good bit of flavor downtown.

Added placeholder conversations on Drake Tower floor 2, 3 and 6 for challenge logic.

Floor 4 will take a little longer since all the walls are glass. I need to think how I want to implement it "realistically".