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Old 03-31-2006, 02:11 PM   #1
Joe Siegler
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Prey Weekly Update #12
The new edition of the Prey Weekly Update is available. Discuss.

http://www.3drealms.com/news/2006/03...ly_dev_12.html
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Old 03-31-2006, 02:24 PM   #2
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Re: Prey Weekly Update #12
That was interesting, btw, there is no "NOSPAM" in that email address for people to remove.
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Old 03-31-2006, 02:34 PM   #3
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Re: Prey Weekly Update #12
Nice weekly Update... Although, it felt kinda short imo... But the extra long changelog was a nice addition...

Harvesters gibbing fixed..?! Does that mean the enemies will gib in some occations..?! Or only the harvesters...
Spoiler:
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Old 03-31-2006, 02:44 PM   #4
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Re: Prey Weekly Update #12
Cool update, as always. It looks like the music and speech is coming along really well. It's also cool that they added another deathwalk map.
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Old 03-31-2006, 02:54 PM   #5
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Re: Prey Weekly Update #12
Quote:
Dimmed the lights in the BonusCloset area to give more broken/emergency feel.
This one caught my eye.
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Old 03-31-2006, 03:02 PM   #6
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Re: Prey Weekly Update #12
^^
Secret area perhaps...
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Old 03-31-2006, 03:08 PM   #7
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Re: Prey Weekly Update #12
Hmm... sound shaders, portal fades & FTA/FTBs!
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Old 03-31-2006, 03:10 PM   #8
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Re: Prey Weekly Update #12
Nice update!

Quote:
Prey doesn't actually have any cutscenes. The game is always from Tommy's point of view
That's the best piece of news I've heard yet! I despise cutscenes!
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Old 03-31-2006, 03:15 PM   #9
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Re: Prey Weekly Update #12
I wonder what is the Thin Thing (tm)
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Old 03-31-2006, 03:20 PM   #10
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Zorgblub
I wonder what is the Thin Thing (tm)
Don't worry... It's anything but all the Broad things in Prey...

Hope that helped..
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Old 03-31-2006, 03:41 PM   #11
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Kristian Joensen
That was interesting, btw, there is no "NOSPAM" in that email address for people to remove.
Not on the screen, but it's in the link - click on it.
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Old 03-31-2006, 03:46 PM   #12
Joe Siegler
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Re: Prey Weekly Update #12
Quote:
Originally Posted by crunchy superman
Not on the screen, but it's in the link - click on it.
I did that the last time I had askprey up and running, too.
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Old 03-31-2006, 04:05 PM   #13
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Re: Prey Weekly Update #12
- Vomiter removed from first wallwalk area

Vomiter? What vomiter? *vomits*

- All levels end with a portal fade now

What's a portal fade?

- Added in Thin-Thing (tm)

Could it be?

- Additional deathwalk map added

I have a feeling this means deathmatch.

------------

well, I'm syked.
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Old 03-31-2006, 05:47 PM   #14
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Re: Prey Weekly Update #12
Quote:
SpiritWalk symbols being added throughout the levels
Isn't that making a bit TOO easy?

By the way, I have a sneaky suspicion the changelog spoils more than we think... I'd better stop reading but I can't resist
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Old 03-31-2006, 06:16 PM   #15
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Zorgblub
I wonder what is the Thin Thing (tm)
My guess is a portal trick using two portals creating a room with zero width from the outside or somthing similar.
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Old 04-01-2006, 02:17 AM   #16
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Re: Prey Weekly Update #12
Week after week, Prey is being tweaked to perfection! that's alone is great...

I wonder how many guys at 3drealms are involved in the testing phase?
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Old 04-01-2006, 02:25 AM   #17
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Re: Prey Weekly Update #12
They trade marked it, so my geuss is it's a bit more sophisticated than that.
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Old 04-01-2006, 02:44 AM   #18
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Thumbs up Re: Prey Weekly Update #12
Kool update - But I won't be happy until it's on my mean machine
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Old 04-01-2006, 04:00 AM   #19
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Re: Prey Weekly Update #12
Where are the "spirit walk" symbols placed..?!
I don't like it if they're placed on strategic locations, since i'd rather want to decide where to use it myself...
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Old 04-01-2006, 07:11 AM   #20
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Micki!
Where are the "spirit walk" symbols placed..?!
I don't like it if they're placed on strategic locations, since i'd rather want to decide where to use it myself...
That was exactly what I was thinking. Besides, it doesn't make sense for them to be placed, since it's the alien's ship. They don't have anything to do with spiritwalking.

I derived the whole story: The grandfather is the big alien boss, and he wants to prepare you for real battles ahead, so the whole alien abduction is just something he created. Because it's just a training he puts spiritwalk symbols on the ship. See how much a changelog can spoil?

Hopefully those symbols are only for deathmatch maps where you have to spiritwalk to get a few goodies in a small room behind a forcefield. Then we don't care if it doesn't make sense
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Old 04-01-2006, 07:47 AM   #21
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Re: Prey Weekly Update #12
I don't think they mean "sprit walk here only markes" when they say spirit walk symbols. I don't know what the symbols are but I am prety certain you can spirit walk where ever you wan't. It might be symbols only visible in sprit walk or hints where spirit walk could be usfull in the begining of the game or somthing completly diferent but it sure ain't exclusive spirit walk locations.
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Old 04-01-2006, 08:11 AM   #22
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Parkar
I don't think they mean "sprit walk here only markes" when they say spirit walk symbols. I don't know what the symbols are but I am prety certain you can spirit walk where ever you wan't. It might be symbols only visible in sprit walk or hints where spirit walk could be usfull in the begining of the game or somthing completly diferent but it sure ain't exclusive spirit walk locations.
We know they aren't exclusive, and that's not our concern. Me and Micki! Hope this symbol isn't going to make puzzles easier because they might put them as "HINT HERE YOU HAVE TO SPIRITWALK".
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Old 04-01-2006, 08:12 AM   #23
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Re: Prey Weekly Update #12
I hope it's not exclusive spirit walk locations as you said Parkar...
And as Cerb said, i wouldn't mind at all if it was for Multiprey... But in singleplayer, it would kinda ruin the atmosphere to have 2D symbols hanging in front of some location/object...

Maybe it could be an option, which can be turned on/off though...
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Old 04-01-2006, 09:23 AM   #24
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Micki!
I hope it's not exclusive spirit walk locations as you said Parkar...
It isn't, we're 100% sure already. And you should know that more than I, because you read all those previews.

Quote:
Originally Posted by Micki!
Maybe it could be an option, which can be turned on/off though...
No, such things usually are NEVER to be turned on or off.
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Old 04-01-2006, 10:19 AM   #25
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Re: Prey Weekly Update #12
Very nice work Human Head Studios! I'm lookng forwarrd to next weekly update :P ^__^!
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Old 04-01-2006, 10:24 AM   #26
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Cerberus_e
It isn't, we're 100% sure already. And you should know that more than I, because you read all those previews.



No, such things usually are NEVER to be turned on or off.
I'm sure you're right...
Don't know why the heck i even doubted that...

But the Spirit walk icons could still be there, like a hint for where it "could" be used... Which i DON'T like at all...
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Old 04-01-2006, 11:23 AM   #27
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Re: Prey Weekly Update #12
Indeed, that's what I'm also fearing.
Like I said, I hope it's just for deathmatch. Or in the first few occasions after spiritwalking is introduced.
Then again, it's weird how an alien ship knows of spiritwalking. But that's the least of my concerns, since it's weird there is a portal puzzle on the ship as well
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Old 04-01-2006, 03:32 PM   #28
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Re: Prey Weekly Update #12
Hah, yes...

Well, the puzzles may still make some sense for the game world...
The cube puzzle for instance, could be part of some zero-point gravity device thingy, with some sort of "code" to active a certain function...
Which would make sense then...

PS, what i meant before with turning icons off, was something like turning hint systems off... Like in Battlefield 2, where a voice gives you a hint on certain objects, that you aproach to...

Things like hint systems can usually be turned off... But we don't know if it will be like that at all (or for Multiprey as you suggested Cerb)
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Old 04-01-2006, 03:42 PM   #29
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Re: Prey Weekly Update #12
Aren't icons and text dependant on Talon's interpretations. Maybe he sees a sign for "energy barrier active" and translates that to a "Tommy, Spirit-Walk through here" symbol. Is that bad?
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Old 04-01-2006, 04:43 PM   #30
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Re: Prey Weekly Update #12
Yes If so, I want to see the electric barrier symbol
And not all puzzles with spiritwalk rely on fences.
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Old 04-03-2006, 04:47 AM   #31
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Re: Prey Weekly Update #12
very nice update i also like the longer changelog ... i also wonder if there will be gibbing on all enemies... and the thin thing... hmm...

bonous closet got me thinking but yeah i would also suggest that it is a secret area... and the portal fades... hmm... maybe its a sort of a "fade to black" thingy... or something...

EDIT: nice too see that wee can ask questions again too... any dead-line like the last time ???
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Old 04-03-2006, 05:04 AM   #32
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Re: Prey Weekly Update #12
Cool stuff in this one guys:

"low-health (< 25%) HUD effect "

I wonder how it looks. I hope it is not to intrusive but still noticeble.

"Door system: * Unlocked doors are light blue * Locked doors are red and play a locked sound when you approach * Doors that never open are dark and play a locked sound when you approach "

I don't realy like doors that do not open. But at least they have a lock sound that you hear and that is infinitely better then nothing at all.
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Old 04-03-2006, 05:05 AM   #33
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Re: Prey Weekly Update #12
I was wondering... If every level ends with a "portal fading, it would mean that all levels would end through a portal...

Well, better than those doors in Doom 3... (didn't mind those much either though)
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Old 04-03-2006, 08:23 AM   #34
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Micki!
I was wondering... If every level ends with a "portal fading, it would mean that all levels would end through a portal...
Well hopefully it's a special kind of portal so you're at least warned the level will end if you proceed. I hated that about Half-Life 2.
One way would lead to goodies and the other to a loading screen.
I chose the wrong one of course And I didn't want to go back since that would mean two extra loading times!

Maybe every level ends with a rotating portal like we saw in Prey 1998 and at the end of the E3 2005 video.

And hell-angel, the cool thing you noticed and posted for us was already in one of the previous updates, and we discussed it
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Old 04-03-2006, 08:32 AM   #35
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Cerberus_e

Maybe every level ends with a rotating portal like we saw in Prey 1998 and at the end of the E3 2005 video.
Yeah, that's what i thought too... Perhaps these kind of Portals are the ones that can be activated by will, and means that it'll proceed to some "important" proceeding section (not necessarily next level) Because it's only one-way... (you go through, but never back)

Only an assumption though...
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Old 04-03-2006, 09:30 AM   #36
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Cerberus_e
And hell-angel, the cool thing you noticed and posted for us was already in one of the previous updates, and we discussed it
I vaguely remember something about that now you mentioned it, but I am blond so forgive me.
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Old 04-05-2006, 01:12 PM   #37
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Re: Prey Weekly Update #12
Well there is one off those rotating portals in the Official E3 2005 Video so maybe...
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Old 04-06-2006, 01:46 AM   #38
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Re: Prey Weekly Update #12
Quote:
Originally Posted by ShadeEX
Well there is one off those rotating portals in the Official E3 2005 Video so maybe...
But an enemy comes out of that, so on the other side.
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Old 04-06-2006, 05:14 AM   #39
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Re: Prey Weekly Update #12
They could have changed that, because at that point in the development process, levels didn't have an end of level portal yet Or not much of them at least, since that was only the case last week.
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Old 04-06-2006, 05:19 AM   #40
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Re: Prey Weekly Update #12
Quote:
Originally Posted by Cerberus_e
They could have changed that, because at that point in the development process, levels didn't have an end of level portal yet Or not much of them at least, since that was only the case last week.
True, but that doesn't mean that portal is an end of level portal.
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