What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8251 Posted 04 March 2018 - 09:51 AM
I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?
#8252 Posted 04 March 2018 - 12:56 PM
What if Duke Nukem was a black guy? I remember when I posted an image of my holiday stripper edits years ago, some made the remark that "black people don't exist" in BUILD games, mostly due to the palettes not supporting the colors. I thought i'd give it a try and see what would happen. I don't know I think it works okay enough.
#8253 Posted 04 March 2018 - 01:01 PM
Commando Nukem, on 04 March 2018 - 12:56 PM, said:
He would have founded Duke Life Matter.
#8254 Posted 04 March 2018 - 06:00 PM
Sanek, on 04 March 2018 - 09:51 AM, said:
I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?
Stop worrying about it looking good or professional at this particular stage, that can come at a much later stage when its actually important when the groundwork is complete.
Focus on making sure your levels play well foremost. This is the backbone of any level. It doesn't matter how pretty (regardless of its minimalistic style) the levels look if they've got boring layouts consisting of boxy rooms connected to corridors. Even worse yet if the gameplay elements don't hold up either.
Make sure your game mechanics are solid and levels have an interesting flow and gameplay suited to these mechanics before caring about the visual aspects. Have levels that loop into each other, expand the playing field as players progress, reuse existing areas later to access new places once certain goals are achieved, change familiar elements in later levels, create clear contrasts between space, size and height where suitable, allow players to see into previously explored areas and/or tease upcoming locations. There's plenty to consider that helps make a level interesting from a gameplay perspective. Try experimenting by mapping without ever thinking about doors or doorways allowing areas to feel interconnected and fluid. Place doors/doorways later where absolutely neccessary afterwards.
Think about the level as a whole - not as separated areas. Think about where and how players move through each area. Avoid padding out a level by having a solid start and end in mind, then fill up the middle segments with interesting gameplay elements that complement that level's particular theme, gameplay mechanic or gimmick in mind. Don't be alarmed about redoing portions several times until it feels right. If you can't think of anything between one idea and another, stick a placeholder there until something comes to mind or approach it from a different angle.
Once you've achieved a solid level you can then consider how it should look. The overall form and layout of the level could be the driving force in how everything looks. Create distinctive textures and consider unique visual elements suited only to that level. And don't neglect the lighting. Try a stronger, higher contrast lighting. It'll suit your minimalistic style considerably. See here.
Just my two pence.
This post has been edited by quakis: 04 March 2018 - 06:02 PM
#8255 Posted 05 March 2018 - 01:58 AM
I knew about these things all the time...sometimes it's very useful to be reminded of what's really important.
#8256 Posted 05 March 2018 - 02:05 AM
Sanek, on 04 March 2018 - 09:51 AM, said:
I'm looking for the minimalistic approach to the visual style, but at the same time I want the maps to look detailed and professional, so it will look like a "good indie game" instead of a "crap indie game".
Below you can see the screenshots from the latest map I'm working on ("Dreampipes") and I want to question you - does it look quality for the kind of game I make, or not?
Here's a quick mock-up I did quickly in GIMP; to be honest it just depends on how much time you wanna spend. But some bolder palette choices and more contrast would definitely help IMHO.
#8257 Posted 05 March 2018 - 03:20 AM
conoklast, on 05 March 2018 - 02:05 AM, said:
Now this pic makes me feel that I don't spend much time on this thing.
Anyway...here's another shot of the same room, with the new spotlight sprite...and more shadows
This post has been edited by Sanek: 05 March 2018 - 03:20 AM
#8258 Posted 05 March 2018 - 11:57 PM
#8259 Posted 06 March 2018 - 04:51 AM
Given your lack of experience, I would suggest first trying to make a much smaller project from start to finish. Maybe a one or three-level mod, and see how you go with that. It’ll probably be a good learning experience for before you start a deeper project.
Otherwise the premise of the project sounds quite interesting with regards to the world of pigs. Of course, with regards to having themes based on other build games, there are several of those already, including (unsurprisingly) the AMC TC. I’d suggest having a careful look at those to ensure you’re not retreading ground.
This post has been edited by Micky C: 06 March 2018 - 04:53 AM
#8260 Posted 06 March 2018 - 06:53 AM
#8261 Posted 06 March 2018 - 12:49 PM
P.S. I think I will make a proper announcement theard very soon if everything works out.
This post has been edited by Sanek: 06 March 2018 - 12:59 PM
#8262 Posted 06 March 2018 - 02:40 PM
Sanek, on 05 March 2018 - 03:20 AM, said:
Anyway...here's another shot of the same room, with the new spotlight sprite...and more shadows
By the way, will the mod have weapons?
#8263 Posted 06 March 2018 - 03:15 PM
Perro Seco, on 06 March 2018 - 02:40 PM, said:
Nope. It terms of gameplay, it will be identical to CandyMania, with a minor new features.
#8264 Posted 06 March 2018 - 05:38 PM
Splendid room, Sanek ^^
#8265 Posted 06 March 2018 - 07:19 PM
#8266 Posted 06 March 2018 - 07:30 PM
Seb Luca, on 06 March 2018 - 05:38 PM, said:
Splendid room, Sanek ^^
I think the ones in conoklast's screenshot look a lot better.
The triangles are too sharp (for a lack of better word) to suit the visuals.
#8267 Posted 06 March 2018 - 11:56 PM
Micky C, on 06 March 2018 - 07:30 PM, said:
It's smells like Photoshop result such a gradient is not reproducible in Build
This post has been edited by Seb Luca: 06 March 2018 - 11:58 PM
#8268 Posted 07 March 2018 - 12:19 AM
Seb Luca, on 06 March 2018 - 11:56 PM, said:
Yes it is, just use alpha blending. The effect is used in the AMC TC, Ion Maiden, and I assume the Total Meltdown mod.
#8269 Posted 07 March 2018 - 03:16 AM
Micky C, on 07 March 2018 - 12:19 AM, said:
Speaking of AMC TC, here's a spotlight I found in the mod. The black background is present in the file already. Somehow, in AMC TC you can hide that black thing by making it transparent (T). However, it's impossible to do so in vanilla Duke.
#8270 Posted 07 March 2018 - 03:35 AM
#8271 Posted 07 March 2018 - 07:33 AM
(asking for help on every step of the way - game development at it's best!)
This post has been edited by Sanek: 07 March 2018 - 07:41 AM
#8272 Posted 09 March 2018 - 11:24 PM
Video to show
#8273 Posted 10 March 2018 - 10:51 AM
#8274 Posted 10 March 2018 - 11:45 AM
Same as for polymost mode.
In polymer mode you can do freaken cool effects.
Also you save sectors for lighting effects.
is like the room has more sectors than shown in mapster
PS
Is cool that sprites acts like real walls and shadow casts on em too, so as mobs etc
This post has been edited by Zaxtor: 10 March 2018 - 11:46 AM
#8275 Posted 10 March 2018 - 01:55 PM
#8276 Posted 10 March 2018 - 02:49 PM
Lots of caves will be inside that floating island
#8277 Posted 10 March 2018 - 02:50 PM
Colors aren't 100% red.
Some has example
217 22 7 (settings on SE)
#8279 Posted 14 March 2018 - 01:29 AM
Pretty interesting monster.
I heavily altered a pigcop.
I changed color, made the burn marks and the glowing ember effects,
Turned into those nasty charred pigs known as Tormented pigs.
They're pigcops from hell, kinda.
They're eyeless (they're eyes are plucked out of their head).
These pigs spreads fire randomly when walking around.
Their shotgun attack is pretty same as normal pigcop except they have more health.
When they get hit they kinda dematerialize and rematerialize.
Creature effects is kinda inspired on the sci-fi horror movie Event Horizon, Hellraiser and Silent Hill (film).
The video
#8280 Posted 14 March 2018 - 11:47 AM
Zaxtor, on 14 March 2018 - 01:29 AM, said:
By the way, sorry for saying this, but player's shotgun fire animation looks very bad. I appreciate the work on the HRP, but I think it should be fixed, along with a better hand models. I remember the HRP from 2006, when I first played Duke 3D, and it was way better.