on 10-10-2011 12:40 AM
I fired up I2 earlier, so I tried it out. I orginally went with the "good" option of helping out the electric company. After I kept breaking the crates, I gave up and restarted, picking the other choice. It was a good mission with a funny story. Good job!
P.S. When writing money figures in U.S. Dollars, we usually don't use the ¢ symbol. We usually write something like - $123.45
I'm not sure if it's different on your side of the pond.
on 10-10-2011 06:11 PM
Thanks for the advice there. I'll get rid of the cents symbol. Regarding the crates - I did wonder if they broke too easy. Needs quite a bit of patience. I have damage response on the crates set so they break easier. Do you think I should adjust that? It's a very simple modification to make.
Also, I went into the mission this afternoon to take some pics of it and spotted a couple of issues which I've now updated. It doesn't look like you ecountered them though but either way - they're fixed now.
on 10-10-2011 11:53 PM
Maybe you could tweak the damage response so they won't break from simply falling off the top shelf? I noticed something that looked like an elevator in the back, I'm guessing I was supposed to use that somehow. I'll probably give it another go next time I need a break from the other project.
on 12-10-2011 07:35 PM
I've updated the mission. The cents symbol is gone. I tried messing with the damage response, but a small change made it possible to simply 'kinetic throw' the crates over the road, which killed any sense of challenge. Instead I've taken out two crates so there's six instead of eight, and I've put in randomly generated tips for the player, which appear if they fail and respawn.
And yes - you need to use the lift for the highest crate. ![]()
on 17-10-2011 12:01 AM
on 17-10-2011 03:25 PM
A little late to the party but I finally made my first mission, and just in time for the contest! Hope fans of the first game especially will enjoy it.
You can add it to your queue here: http://www.infamousthegame.com/en_GB/infamous2/com
on 17-10-2011 09:37 PM
Queued! Good luck in the contest!
on 19-10-2011 03:45 PM
Right on, thanks. And good luck to you, i'll play your new mission tonight!
on 20-10-2011 01:53 AM
Mission: Final Judgment
Tags: Narrative, Battle
Location: In front of the cathedral
Summary: Occurs after the good ending. References to Egyptian mythology abound.
on 20-10-2011 03:09 AM
I played both sides. Cool mission, I loved the "afterlife" scenes. When you heal the rebels, their map icons stay on the map, making it hard to find which ones haven't been healed yet. To fix this, set up the following logic:
Monitor - Healed - Any - Rebel Group---> Object Modifier - Map - Trigger - None or Default
The smart text will say something like: When any Rebel Group is healed, hide map icons for Trigger.
This will make each healed rebel display either a green dot, or nothing at all.
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