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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#10891

and right after saying that run into a secret that can't be tagged as a secret area without TROR
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#10892

last peek
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User is offline   Hudson 

  • Meat Popsicle

#10893

Development on Zombie Crisis: Director's Cut has been going pretty smoothly. I added a new enemy to help add more variety to gameplay, a military soldier armed with an assault rifle, just currently evaluating how best to incorporate him into the existing levels. I'm at the moment working tying up loose ends and tweaking, balancing and preparing to fork the existing build of ZC:DC in time for PSP Homebrew Developer Conference 2025. Great news is I was able to find someone to help with remastering the original ZC levels and update them with the new additions from the Director's Cut. I'd love to add a new episode but am not going to try and cram that in before launch, I'm hoping post-launch there's interest from the community for such a thing. I hope to start full scale playtesting by the beginning of June with a targeted July release for all platforms unless something changes. While I've finally located a good spread of playtesters if anyone would be interested in helping please let me know the more eyes the better.
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User is offline   Hudson 

  • Meat Popsicle

#10894

View Postzykov eddy, on 29 March 2025 - 03:02 AM, said:

This is a wonderful idea. I feel like, of all classic Duke 3D TCs, ZC is the one that needs to be revisited the most. It could be improved in so many ways. The original version feels unfinished, imo. Gameplay wise, it's extremely repetitive, and there's a lot of unused content from what I've found. It desperately needs variety, maybe one or two new weapons (that cost ammo, but do good damage, unlike the pistol), and one or two new enemies. Maybe zombies that do a projectile "spit" attack? Or a faster zombie variant. Also, from what I've seen in the test map, this game could have more levels. I relly enjoy zombies in games and movies, and I'd be happy to see ZC being updated.


Sorry for the double post I have a bit of an update since your original query I've since taken this advice to heart and added a second (quicker) zombie along with a military trooper that helps to break up the monotony a bit and keep things moving from a moment to moment gameplay perspective. I considered the spit attack however decided against it as having just the projectiles from the military trooper is a lot to deal with let alone adding more to watch out for from enemies. Also added was a third zombie that shambles toward you before latching onto your face (may end up being cutting room floor material though - I think the effect looks cheesy), an automated military sentry turret, a military Humvee and a military attack Apache chopper to patrol areas but I don't know if any of those new ones will be making it into the initial release. I agree I think the game could definitely use more levels however I'm at a bit of a disadvantage not being very talented in that field, I do have someone helping to remaster the original levels to include the new additions however progress has been slow as he has had other matters to attend to. I was hoping post-release maybe someone would be interested in helping toss together a simple level pack as another game episode, the levels are basically corridor shooter design so it shouldn't be too hard but you could make whatever you wanted to and these are very simple "Wolf3d" inspired levels and not very complex. I believe I found the random level generator program originally used in this release and may be able to chop something together I'll have to take a deeper look this weekend.

I've also been tweaking the player and enemy health values as well as the weapon damage and pickup values for a good balance and total we're up to five weapons completely working in-game now. Aside from the ones already listed there's another weapon that I am currently trying to get into the game but think is conflicting with the way the Chainsaw was coded, I'm still investigating (it works in cheats). I hope to have a targeted summer release or earlier for all platforms unless something changes. Like I said I'd love to include more levels I would just need some help doing so, again if you're at all interested let me know.

This post has been edited by Hudson: 04 June 2025 - 07:32 PM

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User is offline   jimbob 

#10895

i need to get pruduction going on my mod again. real life can be so time consuming :')
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User is offline   Mark 

#10896

View Postjimbob, on 25 June 2025 - 04:54 AM, said:

i need to get pruduction going on my mod again. real life can be so time consuming :')

SLACKER :lol:
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User is offline   Hudson 

  • Meat Popsicle

#10897

View Postjimbob, on 25 June 2025 - 04:54 AM, said:

i need to get pruduction going on my mod again. real life can be so time consuming :')


Man how I wish I could be 16 again but still have these kinds of tools and source ports at my disposal with all that unlimited time I could even make a decent mapper. Aye, nostalgia's a hell of a drug.
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User is offline   jimbob 

#10898

so many ideas and so little time to get stuff done, the downside of being a responsible adult. summer heat also isnt helping
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User is offline   Graphics 

#10899

It's been a while since I signed into this. Though I have no screenshots to share, here's a list of things I'm working on.

1: More work on my color palette, for a fan of it.
2: A map for Savoir of the Babes, a fun mod.
3: Someone title screen palette, I'm hoping to teach them.
4: Work on the Black Bird map from Chrono Trigger, for my mod.
5: Bug hunting my mod. Basically playing in all modes to find bugs.
6: We don't talk about this one... Just kidding, it's a Star Trek map, if I have time.

Lately life has been getting in the way. So, if I can complete one of these tasks by the end of the month. I'll be golden. It's my hobby, not a job.

By the way, even though I don't log in much. I still check out the work being done. Hope you're all doing well.
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User is offline   Maarten 

#10900

Another Attack Part 3: Down the Upstairs progress is going really steady lately. By now I can say it's getting near on finishing the damn thing after 4+ years (mostly OFF tho) :) Here 2 WIP shots.
The music is ready too: https://youtu.be/Nqk...NGmcZeA7gXVdi6g

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This post has been edited by Maarten: 09 August 2025 - 12:35 AM

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User is offline   Hudson 

  • Meat Popsicle

#10901

I have uploaded Decay to Moddb for digital preservation and to allow folks who may have missed it the first time around a chance to check it out.

Progress on Zombie Crisis: Director's Cut is going well. The game is just about completed save for some levels that need updating with the new content.
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User is offline   Graphics 

#10902

Though I can't share all the screenshots due to limits on this site. I have two screenshots from something I'm working on for someone mod. I would say, I'm about 2/3 from a complete map. I have a deadline of about 2 month to finished it. So, I'm going to be focused on this for the next little bit.

PS: I managed to get all that palette work done. But my mod, Retro Deathmatch and the maps planned, will be delayed.

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User is offline   jimbob 

#10903

downloading gimp so i can make some textures, slowly gertting back in the saddle
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User is offline   Mark 

#10904

Glad to hear it buddy.
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User is offline   jimbob 

#10905

made a sign, well i made two.

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User is offline   CruX 

#10906

View Postjimbob, on 08 September 2025 - 01:33 PM, said:

made a sign, well i made two.
WW2 GI?
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User is offline   Mark 

#10907

Operation Mallard. There is a demo released on Moddb.
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User is offline   Graphics 

#10908

I just wanted to share some more screenshots of the open world map I'm working on. I'm hoping to finish the design phase in a about week. Then I'll be adding game play. But not before passing it over to the Dev team on Savior of the Babes. A mod that might be featuring this map in it.

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User is online   ck3D 

#10909

Some poking about at it.

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User is offline   Mike Norvak 

  • Music Producer

#10910

View Postck3D, on 09 October 2025 - 05:50 PM, said:

Some poking about at it.


Beautiful as always
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User is offline   Ninety-Six 

#10911

View Postck3D, on 09 October 2025 - 05:50 PM, said:

Some poking about at it.


Very Roch-like.
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User is online   ck3D 

#10912

Thanks for the kind words, by Roch-like I am assuming you mean the architecture looks original which is a compliment I will gladly take but now that makes me a fraud because the level really is nothing as grand or expansive as Roch. It's another 10 to 15-minute affair, I just finished it (bar last minute tweaks/testing), so it should be out soon-ish. It was a bit demotivating to finish because that layout style isn't my favorite to work on and I ran out of walls earlier than planned and so I could only build about a third of my ideas that originally justified the map, but oh well.

This post has been edited by ck3D: 20 November 2025 - 10:22 AM

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User is offline   Puke Fukem 

#10913

im also almost done, release is set to 1st of december :)Posted Image
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User is offline   Ninety-Six 

#10914

View Postck3D, on 20 November 2025 - 10:20 AM, said:

Thanks for the kind words, by Roch-like I am assuming you mean the architecture looks original


Well it's that as well as most things remaining in their normal palettes. I'd say a particular signature of your style is the widespread use of alternate and even otherwise uncommon palettes for detailing, including lighting. Here, at least in the screens shown, everything is stock which is more reminiscent of Roch.

View Postck3D, on 20 November 2025 - 10:20 AM, said:

but now that makes me a fraud because the level really is nothing as grand or expansive as Roch. It's another 10 to 15-minute affair,


I wouldn't take the comparison that much to heart.

Besides, I never particularly cared for how Roch actually played. I liked how they looked, to be sure, but in terms of gameplay I found them kinda sloggy, and their length played a part in that. So from that point of view, 10-15 minutes is a step above the original. Moreover, "slog" isn't a word I'd typically use to describe your gameplay style, so it wasn't a worry of mine in the first place.
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User is online   ck3D 

#10915

View PostNinety-Six, on 20 November 2025 - 08:42 PM, said:

Well it's that as well as most things remaining in their normal palettes. I'd say a particular signature of your style is the widespread use of alternate and even otherwise uncommon palettes for detailing, including lighting. Here, at least in the screens shown, everything is stock which is more reminiscent of Roch.



I wouldn't take the comparison that much to heart.

Besides, I never particularly cared for how Roch actually played. I liked how they looked, to be sure, but in terms of gameplay I found them kinda sloggy, and their length played a part in that. So from that point of view, 10-15 minutes is a step above the original. Moreover, "slog" isn't a word I'd typically use to describe your gameplay style, so it wasn't a worry of mine in the first place.



That's cool, I appreciate the analysis. Yeah I can pinpoint a moment in my mapping when I realized that reserving strong colors to specific exceptional spots (essentially using the colors as purposeful visual language instead of saturating everything or trying too hard to mimic realism) actually worked better for the style I prefer and also general practicality, as in that actually plays with the familiarity with the Duke 3D look all the while breaking or subverting the code somewhere you can't help but notice, and then the tones you always wanted to pop actually pop more than they did/would in saturated settings. It is something that to this day I still enjoy refining. I think my worst/most saturated map as far as my own guilt is concerned would be Filler, I had basically just found out about how flexible palettes could be (also inspired by Roch and Red) and as a result everything in that map is some color, but also blends in and so the picture in fact looks as flat as it would without the colors (especially when full visibility is used) and just uglier to look at.

I think working on AMC Pleaser and then Metropolitan Mayhem comforted me that I could be wiser and achieve decent looking results with the traditional palette a long while ago. May have been a matter of confidence after all (or pretention?). But I didn't really achieve the efficiency I always envisioned until starting work on Blast Radius and wanting to think every single choice cohesively. Current style still might look garish to the untrained eye but there is science, theory and methodical discipline to every choice I make. I do like to push extremes at times, but only in extreme settings where it fits (e.g.. can't expect an alien structure or planet not to look wild and obey unknown codes), or experimental maps like Siebenpolis. (Absolutely not saying you just called my style garish by the way, it's just people comment on my colors a lot in general, which I find to be funny and interesting perspective since as the author to me they look normal, and it's some other people's choices that feel garish.)

I am almost done debugging the new map, probably will release later today or this weekend. My latest test playthrough lasted 40 minutes so maybe I was off the mark a little in my earlier post, but I'm playing on one of the most complex skill settings/modes and going for the longest ending, I think in easier conditions it still can be a 10-minute map if one wishes to play it that way.

This post has been edited by ck3D: 21 November 2025 - 04:34 AM

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User is offline   Mark 

#10916

CK said " it's just people comment on my colors a lot in general" and "Current style still might look garish to the untrained eye"

Can't say I disagree. :P
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User is offline   Maarten 

#10917

Just saying hi!
Another Attack Part 3: Down the Upstairs is almost finished, planning on releasing it this year 🙂Here is a shot what's it about!

For those who are interested, the soundtrack is ready too:
https://youtu.be/Nqk...0eXa19FwlKdN7bh

Attached thumbnail(s)

  • Attached Image: AAp3 2025 almost beta.jpg

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