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Modern "retro" FPS corner  "For some more general discussion, news etc. in one place"

User is offline   OpenMaw 

  • Judge Mental

#181

It's also a question of playability and having a really strong hook. A tone.

Dusk, for example. Has a very specific backwater, gritty Americana to it. This mixes well the deeper you go into the game with it's Eldritch/Lovecraftian influences.

The game itself is all about speed, dodging projectiles, getting power ups, secrets, and smashing your foes with speed speed speed.

What I see of your game is that you have general ideas, and general gameplay in place but the art direction doesn't have a strong focus, some of the animations are anemic and it doesn't really have a zest to it. It needs more punch. Especially if you're trying to draw from games like Duke and Half-Life. maneuverability and feel are very important. It's not enough to just put a gun on the screen and put some zombies in the map. You gotta really give it some personality and life. I'd suggest digging deeper into the roots of your inspiration. For example, what about your two sources of inspiration are you really after, and where did those things originate from? IE with Duke the atmosphere... Came from John Carpenter movies and Terminator and Alien/Predator. So it wouldn't hurt to look there for inspiration for graphical design, and finding tour art direction.

You do have a solid base, it just needs to be refined.

The expression used a lot by the guys at both Valve and id Software is FTF. Find The Fun.
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User is offline   Aristotle Gumball 

  • banned!

#182

Btw, the look of Dusk (especially the first episode) was to a large extent inspired by the developer's own surroundings, so that's also a good source. I live in Eastern Europe and a lot of Soviet architecture is still pretty crazy and futuristic.
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User is offline   Fauch 

#183

I've been working lately on making monsters more alive, in Half Life they can have some interesting reactions, also it's not something I see much in other modern retro FPS, like monsters showing emotions, so that could be a hook, monsters reacting in interesting ways. And a lot of interactive elements you can experiment with.

It's not really a zombi game, it's more like Half-Life has zombis too. Just to have a monster that is easy to kill and can act as a distraction.

I tried ultrakill and get to the orange door recently and their world was pretty dull to me. Dusk has a cool world. Ion Fury and Amid Evil too I guess, Haven't tried the first one yet and can't run the second.

My story is getting pretty Half-Life-esque. I'm trying to think of how the aliens work as people, I think that would help to create a theme and design some maps.
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User is offline   MrFlibble 

#184

A while ago I played a bit of Operation: Gral, a stand-alone Wolf3D TC running on Wolf4SDL. It's not as advanced as Trench Warfare but still a step up from the original Wolf3D's layouts. Makes you think of something that could've been created if the Doom engine's release was delayed a couple of years.
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User is offline   Ninety-Six 

#185

This is the first time I've heard of both, but they look like they might be a good time. I dunno what it is about Wolf3D mods/TCs but they always seem to pull me in, more than mods for even some other games out there.
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User is offline   MrFlibble 

#186

Trench Warfare is very advanced and full of new art, weapons and mechanics. Sadly, there's only a DOS version and no visible trace of the source code, although I heard the author of Unsung (that's a WWI game) used parts of TW code. Last time I checked, TW had super long loading times in DOSBox even on max cycles, and would certainly benefit from a modern port. But with the source code lacking it's a bit far fetched ATM I'm afraid.
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User is offline   MrFlibble 

#187

This was mentioned a while ago at Doomworld:


The visuals are very Quake-ish but the author says it's a custom engine. A demo is available.

The subway station shown in the trailer bears the (Soviet era) name of a real station in Prague.
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User is offline   Aristotle Gumball 

  • banned!

#188

That looks really awesome. Great find!
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User is offline   Jimmy 

  • Let's go Brandon!

#189

That looks very promising but I hope it builds more of its own identity, because it just feels like a Soviet knock off of Dusk.
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User is offline   MrFlibble 

#190

View Postjimmy is a stupid fuck, on 11 June 2020 - 11:20 AM, said:

I hope it builds more of its own identity, because it just feels like a Soviet knock off of Dusk.

I dunno, Dusk never made me think "this looks like Quake", unlike this project. Maybe because everything is brown.
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User is offline   Jimmy 

  • Let's go Brandon!

#191

I'm not talking so much visually, but thematically. The enemies have a very Dusk-like appearance. None of this is really a bad thing of course.

Although when I look at screenshots I get less of that feeling than when I watched the trailer. Maybe I'm just a stupid fuck.

This post has been edited by jimmy is a stupid fuck: 11 June 2020 - 12:49 PM

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User is offline   necroslut 

#192

It really does look a lot like it's trying to be Dusk, but the graphics at least look more competent.

Well, Dusk looked like a post-soviet Quake knockoff, so I guess it's come full circle in a way.

This post has been edited by necroslut: 11 June 2020 - 01:24 PM

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User is offline   t800 

#193

Socialist era Czechoslovak theme in FPS game? Well, if that isnt rare. Looks nice, like some forgotten "Quake-clone" from 90s akin to Chasm. Its Steam page mentions horrible accident, that happened in 1986 - propably Chernobyl then. And instead of those usual hipster retro blocky shooters based on Unity, it even has quite modest requirements.
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User is offline   Aristotle Gumball 

  • banned!

#194

You've got vehicles in this apparently.
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User is offline   Jimmy 

  • Let's go Brandon!

#195

Soviet era vehicles? Fuckin yikes.
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User is offline   Aristotle Gumball 

  • banned!

#196

https://store.steamp...0760/Gloomwood/



Thief with guns.
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User is offline   Fauch 

#197

They just released the Hrot demo. Hopefully it's toaster friendly, Ultrakill and Gloomwood are interesting but run in slo-mo for me.
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User is offline   Aristotle Gumball 

  • banned!

#198

Seems to run fine, but man those are the flimsiest sounding guns I've heard in a while. I guess this is still pretty early in development though. Nice and fluid movement.

Edit: God that giant horse is having me in hysterics. When it spawns into the water and keeps jumping up to try and get at me...

Oh damn, that's it? About 5 minutes of gameplay, lol. A single map.

This post has been edited by thricecursed: 16 June 2020 - 10:04 AM

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User is offline   Fauch 

#199

Well, that's a demo.
It runs really well, nice change from ultrakill and gloomwood at 20 fps.
And people were complaining about the guns in my game having too little feedbacks.
It's kinda hard, I think I used almost all the medkits.
Now it's a bit like Hell Hunt, after playing them, I'm not sure why people are so excited. I mean, they are fine to play, but there is nothing really amazing about them, they feel like they try to capitalize on the success of Dusk, but a lot more work is needed. Well to be fair, for a first demo, the fact that everythings works mostly fine, it's not bad.
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User is offline   MrFlibble 

#200

There's a game being discussed currently called Perilous Warp that the developers say is inspired by classic 3D Action Shooters. It runs on a custom engine and some of the monster and weapon designs indeed seem to be based on Chasm: The Rift. A demo has been released recently.

Personally I'm not really impressed but I thought I'd mention it here.
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User is offline   Aristotle Gumball 

  • banned!

#201

Looks like low budget Doom 3 or any average shooter from 2005.
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User is offline   MrFlibble 

#202

There's been a couple of recent updates in the Caesar's Revenge dev blog. I'm really liking the art style of this game, reminds me of Amulets & Armor somewhat, but with the Roman theme.
Posted Image
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#203

Nice, the closest thing to a Roman-style FPS before this was Catcheuman...which was weird, to say the least.
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User is offline   MrFlibble 

#204

Why, Will Rock has some pretty well done Roman style areas (the Coliseum, a villa, most other stuff is Graeco-Roman or simply Greek so not specifically Roman).
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User is offline   Aristotle Gumball 

  • banned!

#205

They seem to take great pains to stay authentically retro. I even quite like the music. The dev diary is very extensive and entertaining to read.
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User is offline   Fauch 

#206

I forgot about caesar's revenge, it's cool to see a setting which is rarely used. I don't remember if the gameplay was 2D or like Doom.
Reminds me of arthurian legends too, it's different too and seems to have more content than most of the retro FPS currently in development.
I tried perilous warp and it's kinda ok, I think. Not very impressed. A problem with many retro FPS in development is they kinda lack originality so far imo, they have very classic weapons, monsters, maps...
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User is offline   Fauch 

#207

Viscerafest has a demo and it's good.
1

User is online   NightFright 

  • The Truth is in here

#208

Found this by pure accident, "The Citadel", a kinda mix between Wolfenstein 3D, Doom and other retro shooters like Project Warlock.



Available on Steam

This post has been edited by NightFright: 14 August 2020 - 05:36 AM

2

#209

The way that the video was setting it up reminded me of Hotel Romanstein for Wolf, but that's clearly something quite different.
On another note, why is it that all these games inspired by Wolfenstein look so freaking weird? Not necessarily bad, just out of place with itself.
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User is offline   Ninety-Six 

#210

View PostMorpheus Kitami, on 14 August 2020 - 06:10 PM, said:

On another note, why is it that all these games inspired by Wolfenstein look so freaking weird? Not necessarily bad, just out of place with itself.


I can't say for sure but it might be a refusal to fully commit to the style. Even ROTT had uniform level heights (per level, at least). In some of these they tend to vary the heights and as a result the blocky gemoetry looks out of place. And in instances like Warlock (which I say upfront I think is a fun game), they go so far as to have wall lengths cut to half a tile. That just makes it look even more off.

Wolf3D was very primitive, but I think it was that very limited, uniform tile based geometry that ironically tied it all together, exactly because it was uniform.

This post has been edited by Ninety-Six: 14 August 2020 - 06:37 PM

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