The distance in meters outside of the hotspot that the sound should start being audible, it fades in to full volume as the camera gets closer to the hotspot Same as Delay Max, except the minimum random time The maximum random time in seconds until this sound triggers after having been triggered It can be used to add creaky wood sounds only to a ship, wind sound only at the top of a mountain, rustling leaves sound only close to trees and so on. ![]() ![]() Is used to play environment sounds, either in some specific part of the level, or in the entire level. This can be used to optimize a level by having enemies be static until the player gets close to them.Ī space-delimited list of IDs of characters which should have their static flag set to false when the player enters the hotspot This level was cut for the Overgrowth rewrite.ĭialogue is a fully reanimated version of 2005 Lugaru's script.When the player enters the hotspot some NPCs has their static flag set to false. The wolves you fight are coloured pure white compared to the final build.Ģ6_Sky_Ark_Cutscene lukas-test01 - 36 test01 - 37 Lugaru Story Old_raider_baseĪ remake of the second raider base level in the original Lugaru. The enemies you fight are coloured pure white compared to the final build. The rabbit and dog you fight are coloured pure white compared to the final build. This level probably has the most visible differences between the early build and the final build while the final build takes place in a storm, the early build is sunny. These early levels (23-23c) are the separate fights, but in different levels for easy prototyping.Įach of these levels have early versions of dialogue, often without any animated camera or character poses. In the final game, Rock Arena's fights are all combined in one level. The rabbits you fight are coloured pure white compared to the final build. The rabbit you fight is coloured pure white compared to the final build. The lighting is also broken and way too bright, and the level uses a different (early) version of water that doesn't affect movement or produce water splashes upon footstep. These early levels (22-22c) are the separate fights, but in different levels for easy prototyping.Įach of these levels have early versions of dialogue, often without any animated camera or character poses. In the final game, Waterfall Arena's fights are all combined in one level. Waterfall Arena Variants Early Waterfall Arena The wolf you fight is coloured pure white compared to the final build. The dog you fight is coloured pure white compared to the final build. The dogs you fight are coloured pure white compared to the final build. These early levels (19b-19e) are the separate fights, but in different levels for easy prototyping.Įach of these levels have early versions of dialogue, often without any animated camera or character poses. ![]() In the final game, Magma Arena's fights are all combined in one level. Other than major differences in visuals, the level plays almost the exact same. Notable differences include the sea ice objects being replaced with crete objects, and the ship being made out of basic primitives.Īll dialogue is placeholder, and the gameplay and visibility is significantly rougher than the final build.ġ8_RudeAwakening_Jill 18_RudeAwakening_JillĪn early version of 18_RudeAwakening. Unused Levels Overgrowth Story 08_Ice_Cliff_Landing_Crete 08_Ice_Cliff_Landing_CreteĠ8_Ice_Cliff_Landing (With Custom Shaders disabled)Īn earlier version of 08_Ice_Cliff_Landing.
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