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Сообщить о проблеме с переводом
"- Make cats properly centred..."
I also hope for this, but it's very low-priority, even if it is an easy-edit. Also note that having the cats (and birds for that matter) offset a bit adds just a little more dimension to the level; Although not much, and it's not worth it in my opinion.
"- Add a larger limit/ no limit to blueprint text"
I can't see this being implemented, and personally I find that Blueprints give plenty of room for what they're designed to do. They are not intended to be used as story text. Get creative with the dialogue (the .xml file) if you want to submerge the player into the level.
"- More control over how the blueprint text is drawn in the level"
To add this would require them to either add another two sets to the blueprint items (fill up/crowd the list more), or put in a small UI for the player to select whether or not they want Left, Right or Center allignment. Probably not happening.
"- The ability to create messages like the ones Pierre types in the campaign."
Probably not happening, although I would love this as well. A fairly easy way to put this in (this is directed at you Schatz!):
Have the text that is "typed" editable within the .xml file, sort of in the same way that the dialogue is editable.
"- More freedom for electronics . . ."
Not happening. Get a hack if you want to disable something. I agree it would add a little more depth to some levels, but it would take away from the Monaco style gameplay and make it a little more like Splinter Cell or Metal Gear Solid. This just isn't worth it to add into the game.
(You will be seeing quite a good amount of new traps in the near future, so hang tight for that)
"- Layering stuff"
I agree 100% with this. I want a 5th layer BADLY. Especially for what's coming up in the DLC (You know what I'm talking about Andy)! Can't really go into more detail... But I hope to see an AI layer.
All-in-all, great ideas, thanks for the feedback.
Cats should be an easy fix, but indeed, low priority.
Blue print text suffice for what they are meant for. No need to change them.
The messages of Pierre are more difficult than you might think. They are hardcoded in the game atm, so converting that to the .xml file is not that easy. Right now each npc has its own text when it walks into a computer, changing this to the .xml file needs quite some time from the devs and also I wonder what it will add to the gameplay as it was just a small sideline story in the campaign.
The layering I agree with, a 5th layer will help with some annoying difficulties that don't need to be there. I wonder if it affects performance, maybe that's the reason it's not in the game atm?
Hmm... I don't know exactly how they put this into their code of course, but it should be fairly easy all the same. The string they're using on each character could be changed to a line of code that searches the .xml file for the related string, and that is sent back and appears on the screen.
It all depends on how it's coded though, and even the above isn't as easy as simply changing the words around. It also depends on if the game would function perfectly smoothly while the quick search occurs, as it wouldn't know to search until the player is in-game and the npc walks into the terminal.
(edit:
OR when the level is loading (the dialogue and such loads/appears), the game could search for the new string then, and then just hold onto it until the npc hits the terminal; I'm sure this would be easier/smoother.)