February 1, 2005 Patch (Narbacular Drop): Difference between revisions

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{{DISPLAYTITLE:Atualização de 1º de fevereiro de 20015 (Narbacular Drop)}}
{{Patch layout
{{Patch layout
| game = narbacular drop
| game = narbacular drop
| source      = https://www.digipen.edu/fileadmin/website_data/gallery/game_websites/NarbacularDrop/documents/narbacular_drop_milestones.pdf
| source      = https://www.digipen.edu/fileadmin/website_data/gallery/game_websites/NarbacularDrop/documents/narbacular_drop_milestones.pdf
| source-title = Narbacular Drop Milestone List
| source-title = Narbacular Drop Milestone List
| before      = N/D
| before      = N/A
| after        = [[February 22, 2005 Patch (Narbacular Drop)/pt-br|Atualização de 22 de fevereiro de 20015 (Narbacular Drop)]]
| after        = [[February 22, 2005 Patch (Narbacular Drop)]]
| notes        =
| notes        =
=== Pré-alfa ===
=== Pre-Alpha ===
* Todos os níveis criados no Editor Hammer, e carregáveis no jogo.
* All levels created in Hammer Editor, and loadable into the game.
* Sistema de condições de sucesso implementadas.
* System for success conditions implemented.
* Dois níveis funcionais com quebra-cabeças totalmente implementados.
* Two functional levels with the puzzles fully implemented.
* Todos os objetos do jogo estão implementados.
* All game objects are implemented.
* A interpolação da câmera  será mais suave.
* Camera interpolation will be smoother.
* Jogabilidade:
* Game Play:
** O jogador pode ver todos os cinco layouts dos níveis.
** The player can view all five level layouts.
** Os primeiros dois níveis pode ser concluídos (a porta significando o fim do nível pode ser aberta).
** The first two levels can be beaten (the door signifying the end of the level can be opened).
** Protótipos texturizadas de cada objeto de nível estão no jogo e podem ser visualizados.
** Textured prototypes of every level object are in the game and can be viewed.
** Restrições sobre onde os portais podem ser colocados estão implementadas e os portais podem ser disparados através das barras de ferro.
** Restrictions on where portals can be placed are implemented, and portals can be shot through chain link fences.
** Transições através de portais são mais suaves, com menos de cintilação inexistente.
** Transitions through portals are smoother, with less to non-existent flickering.
** Correções para orientações passando por portais não alinhados (também conhecidos como: teto para parede, piso para parede, etc), são um pouco contabilizados.
** Fixes for orientations going through non aligned portals (aka ceiling to wall, floor to wall, etc), are somewhat accounted for.
** Impy tem uma IA básica de caminho.
** Impy has some basic path-finding AI.
}}
}}

Latest revision as of 12:14, 24 February 2016

Patch notes

Pre-Alpha

  • All levels created in Hammer Editor, and loadable into the game.
  • System for success conditions implemented.
  • Two functional levels with the puzzles fully implemented.
  • All game objects are implemented.
  • Camera interpolation will be smoother.
  • Game Play:
    • The player can view all five level layouts.
    • The first two levels can be beaten (the door signifying the end of the level can be opened).
    • Textured prototypes of every level object are in the game and can be viewed.
    • Restrictions on where portals can be placed are implemented, and portals can be shot through chain link fences.
    • Transitions through portals are smoother, with less to non-existent flickering.
    • Fixes for orientations going through non aligned portals (aka ceiling to wall, floor to wall, etc), are somewhat accounted for.
    • Impy has some basic path-finding AI.