open-goal / jak-project

Reviving the language that brought us the Jak & Daxter Series
https://opengoal.dev
ISC License
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[Game] Ideas & improvements (Jak 1) #386

Open ManDude opened 3 years ago

ManDude commented 3 years ago

I'll be compiling a list of any ideas & improvements we can make to the game in this issue. Really, any idea can go even if it's really unfeasible or complex to achieve. You can add comments with your own ideas & suggestions.

Personally I'm looking for changes that don't affect direct gameplay, OR affect it strictly beneficially (e.g. fixing crashes and things like that). Anything else (audio-visually, under-the-hood technical details, etc.) is fine.

Accessibility & i18n

Audiovisual

Technical

Extra

Debugging

water111 commented 3 years ago

Here's some random ideas I had:

ManDude commented 3 years ago
doctashay commented 3 years ago

Here's a few more ideas, not sure how practical they might be:

LuminarLight commented 3 years ago

I have yet to make any direct contributions to this project, but I know some things about these game. So I will comment on some of the ideas mentioned previously (extra info could be useful for contributors who are less familiar with the Jak games). And please let me know if I misunderstood something, or got something wrong.


REAL aspect ratios maybe. The visibility data will make this difficult to achieve properly, and I'd rather not actually have to change how that works very much since some object timing could change as a result. Might work as a toggle.

If I recall correctly, the PS3 version of the game(s) ignores the visibility data, or at least some of it (the game was probably running fine enough without it on PS3). I guess performance would stay fine even if the visibility data was ignored in this project?

Select pause. Later games have this.

It may be known to you, but this is already possible when game is in Debug Mode, so adding this would be very easy. This is worth mentioning, since not everyone is aware that it is usable in Debug Mode.

Option to skip cutscenes

I am sure you are aware that Debug Mode makes this possible, but it can sometimes break task progression (maybe some tasks are set when the cutscene finishes, and skipping also skips this). I doubt it would be hard to fix this issue.

Collect statistics, like total distance traveled, number of jumps, etc.

It is interesting that the game already collects some statistics, though they aren't used anywhere afaik.

Level boundary rework so all levels/regions will load at once. This may not work in Jak 2/3 due to region overlapping.

There is level overlapping even in TPL. The most obvious issue is that many levels contain lowres models of other levels. Bigger issue is that levels' main areas can overlap each other (Boggy Swamp is slightly overlapping another nearby level, if I recall correctly). I think this idea could be implemented as a kind of overhaul mod, which edits all the levels that need editing and makes the game load all of them at once.

A JakSpeedruns "addon" that verifies CRC and various other parts of the game data/executable. This may help the community embrace PC runs without the issue of running a non-vanilla copy. There may be other utilities we can add to help speedrunners/TASers

Speedrunning is not the only thing that could benefit from this. Also I feel like I need to mention that even just audio replacements can have an impact on gameplay, so those must also be verified somehow.


And now here are some ideas of mine:

ManDude commented 3 years ago
ManDude commented 3 years ago
ManDude commented 3 years ago
ManDude commented 3 years ago
ruhphorte commented 2 years ago

Creating seeds or hashes for texture corruptions so we can activate them in the future at will.

EX: Texture corruption that made all the water green - https://youtu.be/v3Hb71IsywE?t=879

doctashay commented 2 years ago
Zedb0T commented 2 years ago

Kuitar — Yesterday at 2:26 PM I don't have a github account so I'll post here In-game :

Tools :

Mods : (lot of small ideas to create fun gameplay)

Dream features :

https://discord.com/channels/756287461377703987/801612566874554399/946850810657124383

Zedb0T commented 2 years ago

This here will be my personal list and I will keep it updated. I can't add much at the moment due to time constraints but my memory sucks so I will start now.

(Visual warning) Dark glitch: https://youtu.be/4mQsLm2c53A Texture corruption https://www.youtube.com/watch?v=3Y99EIPZ1vE

An ini file to enable/disable a glitch checker (disabled by default)

This glitch checker would run code like this every frame:


;;This checks to see if the *load-state* is currently misty island, it also checks if Jak is currently not in misty island and if he is not currently watching a cutscene.
;;If all of this conditions are met then you would be able to preform an idle deload ((restore-load-state-and-cleanup *load-state*)) and end up on misty island without completing jungle-fish
(if
  (and 
   (string= (symbol->string (-> *backup-load-state* vis-nick))"mis")
    (not 
      (string= (symbol->string (-> (level-get-target-inside *level*) name))"misty"))
    (not 
      (logtest? (-> *kernel-context* prevent-from-run) (process-mask movie))))
    ((sound-play-by-name (static-sound-name "ldoor-open") (new-sound-id) 1024 0 0 1 #t))
)

and alert the user/display a dialog box if they met certain conditions to pull off any unknown timesaves

Maybe have things like this run on all installations of goal, however I am not sure how intensive that would be etc.

Will edit more ideas as they come to me.

Margen67 commented 2 years ago
ManDude commented 2 years ago

You monster. Btw can you be more specific with that? Which NPCSs would you want dead?

Margen67 commented 2 years ago

You monster. Btw can you be more specific with that? Which NPCSs would you want dead?

NPCs you normally can't kill. (Samos, Keira, Fisherman, etc.)

Margen67 commented 2 years ago
Aloqas commented 2 years ago
slipperytetra commented 2 years ago

A hack that lets you play as other character models I.e Keira

ruhphorte commented 2 years ago

Togglable in-game timer, similar to what they have in Super Mario Sunshine image

Zedb0T commented 2 years ago

yopie has something close to this https://cdn.discordapp.com/attachments/952435768989745203/976513137253683340/Untitled_1.mp4

sebastian926 commented 2 years ago

Something that I would have always liked is that the game time would not change every... I don't know, more or less 10 minutes? An option to roughly adjust the day and night cycle, and why not one to put it in real time according to the PC clock would be cool. It would also be nice if with cheats you can change the weather of the game and put rain naturally in more scenarios as something that happens randomly. It would only be something personal, I don't know if is a good idea.

Zedb0T commented 2 years ago

Check to see if "emulator" or "emulators" is in the file path for an opengoal installation, and if it is make goal not function.

Mann-Nova commented 2 years ago

Some of my ideas:

Foas commented 2 years ago

The ability to change the monitor the game is displaying to would be nice. For example, when playing on a TV you'd have to change it to the primary display inside the OS settings to get the game to display there. I've seen other games with a setting like this and I'm sure I'm not the only one who sometimes plays on a screen different from their main display.

The-King-of-Toasters commented 2 years ago
EdamameTV commented 2 years ago
daninthemix commented 2 years ago

Could you just add a Cheats menu within the main game itself, not require debug mode or the button combos of the PS2 version? Have toggles for:

Etc. Would be fun.

towai commented 2 years ago

I only have a few ideas but I'll probably add more to this comment once I think of anything else

Improvements:

EDIT: Wow I can't believe I didn't think of this at the time:

Fixes:

Additional cheat/debug stuff. E.g:

ManDude commented 2 years ago

Could you just add a Cheats menu within the main game itself, not require debug mode or the button combos of the PS2 version?

I could if people have a little patience. :-)

daninthemix commented 2 years ago

Could you just add a Cheats menu within the main game itself, not require debug mode or the button combos of the PS2 version?

I could if people have a little patience. :-)

And infiinite jumps too? :o)

ZornTaov commented 2 years ago

Surprised nobody has suggested this, but:

yodika commented 2 years ago

Here is a few idea's it depends really I might add more soon:

Oh here is simplified text of this if it's easier to read:

Reformat whole program code to be more sorted through an intergraded system. The intergraded system would be a port of ps2 system probably or even just a full dump and rework, if possible and volunteers or interested they can also direct hook the ps2 to pc for debating which mode. which would be completedful of transitional and possiblity of slow and possibly changing too And if this was done successfully, it could be a much needed solution. The input and output will be in a - precedent for transfering files and other things.

yodika commented 2 years ago

New idea:

doctashay commented 2 years ago

You can just edit your previous message with new ideas instead of making a new post.

yodika commented 2 years ago

Oh didn't know that, does it shoe notifications on discord if it's been updated as well? Or just when posting a new one?

towai commented 2 years ago

i already have a post in here, but as an accessibility thing this is something that i'd really like to see in the game sooner than "nice stuff" like speedrun timers and such, so i think it stands on its own:

i think i'll put anything i come up with further that has to do with accessibility in this one.

Niickeriino commented 2 years ago
ZornTaov commented 2 years ago

Quit to desktop option from ingame menu, not just main menu

Definitely this, since the ND opening cutscene is unskippable.

yodika commented 2 years ago
  • [ ] Quit to desktop option from ingame menu, not just main menu

That would be very nice!

Zedb0T commented 2 years ago

Quit to desktop option from ingame menu, not just main menu

Definitely this, since the ND opening cutscene is unskippable.

You can skip the ND opening cutscene

Computerfan23 commented 2 years ago

So i have suggestions for accessibility features. Since i am a visually impaired gamer, this is important. I will try to list some features. First, having the option to have a screen reader be able to read menu options and other text. If possible, have a way to tell us which direction we are facing like a heading. This could be done via text to speech or by having a sound tell us. Next, it is important for blind and visually impaired players like me to have some indication where actors are like npc, ledges, platforms and climbable surfaces are. This could be indicated by having specific sounds or other indicator. Otherwise, it will be very difficult for us to navigate. We need to know where enemies and objects are. If we have no indicator for those, we will have a hard time to progress. Some way to know where walls are would also be a good way for us to navigate. Those are a start for some accessible features that could make playing this easier for visually impaired and blind players.

dallmeyer commented 2 years ago

For Jak 2/3 - toggle for minimap always oriented north, instead of following the direction Jak's facing

Poldovico commented 2 years ago

How about falling back to English when a string is missing in a different language? EDIT: Meaning for menu text, subtitles, kind of all the text?

ManDude commented 2 years ago

Confusing, and a bit of a hassle to set up right now. Not very useful either, since in the end all languages have to be completely filled anyway.

SirYodaJedi commented 2 years ago

A couple of QoL enhancements for the camera control:

InicusQvist commented 2 years ago
SirYodaJedi commented 2 years ago
  • [ ] When the camera swoops into a "locked" preset location and orientation (such as when you walk into a villager's house), it would be a nice touch if you could still turn the camera slightly, within certain limits, to glance left, right, up, or down a little bit with your analogue stick to look around that person's house.

Perhaps "tilting the camera" would be a better way of doing it. The way in which camera control in 7th Gen Lego games would be a good point of reference here; when the game locks the camera perspective, you can still tilt the right stick in a direction to slightly angle the camera in that direction, but the camera returns to the original position if you let go of the analog stick. This allows you to quickly glance in a direction, without changing the intended camera perspective.

LightningXCE commented 2 years ago

Have a toggle in the settings to swap the displayed button prompts between some common presets (Playstation, Xbox, and Switch layout options should cover 99% of use cases). Should involve just swapping out the textures used on the HUD with 1:1 clones but with different displayed glyphs.