What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10351 Posted 24 June 2022 - 07:33 PM
#10352 Posted 24 June 2022 - 08:28 PM
This particular set-up is actually pretty fair to the player too; being ran over head on is insta death but grazing the wall from the side mostly nudges the player back, even when jumping or flying unless they really insist.
#10353 Posted 24 June 2022 - 10:52 PM
ck3D, on 24 June 2022 - 08:28 PM, said:
This particular set-up is actually pretty fair to the player too; being ran over head on is insta death but grazing the wall from the side mostly nudges the player back, even when jumping or flying unless they really insist.
That's clever! Should work great as long as Duke doesn't put on his space suit.
#10354 Posted 25 June 2022 - 02:34 AM
ck3D, on 24 June 2022 - 08:28 PM, said:
This particular set-up is actually pretty fair to the player too; being ran over head on is insta death but grazing the wall from the side mostly nudges the player back, even when jumping or flying unless they really insist.
Hah yeah was wondering when I saw your post on the previous page and figured out it would have to do with big orbit sky. Also I'm not sure if I understood the construction from your description here, but I don't think this additional sector is required around the train, as long as it doesn't touch any white walls, only the outer parallax sky texture should be displayed.
#10355 Posted 25 June 2022 - 02:46 AM
Aleks, on 25 June 2022 - 02:34 AM, said:
The parent sector is mostly there for the disconnected parts of the bodies of each vehicle to move in unison, without them they would articulate around the locators independently and look detached from one another in the process, at least I know that's how I make 'complex' subway trains with a sometimes visible, sometimes invisible parent sector and then a network of independent nested sectors within (also allows you room for spritework etc.) - but that's just how subways have always worked anyway, isn't it? That also allows you to determine the vehicle's exact 'hitbox' with the sector's form. I also think you need a rather thick margin (or a slow vehicle) for that trick to work since I remember trying to use it years ago in the context of an entirely different map that only had a few units worth of space in between the parent and child sectors and IIRC it wouldn't work there as the player would consistently clip back into safe space before the game could realize they had entered a no-no spot.
This post has been edited by ck3D: 25 June 2022 - 02:52 AM
#10356 Posted 30 June 2022 - 06:01 PM
#10357 Posted 01 July 2022 - 06:22 PM
This post has been edited by ck3D: 01 July 2022 - 06:26 PM
#10358 Posted 01 July 2022 - 06:30 PM
#10359 Posted 01 July 2022 - 07:56 PM
#10360 Posted 02 July 2022 - 02:37 AM
@Ninety-Six I'm kind of trying, maybe it's especially showing now that for the past few years or so (basically since after Poison Heart) I've actually been focused on the purpose of my colors more, if my maps are going to have color. I almost feel like a troll in some regards sometimes because it's so explicit - massive blue building will host or be accessible via the blue key, flashing yellow lights hint to the yellow key or lock, red will represent either the red key/lock or danger, green will represent victory line, goal or health, basically destination. Except spontaneously, now I'm designing as far as the building interiors to match, Blast Radius actually plays with colors non stop too which I think players will recognize in particular. Anyway, once those fundamental elements in a level are identified and marked, then everything else looks the way it does as a consequence, either the color hints spread around their general area or actually don't at all and to the contrary are magnified by clashing with surrounding opposite color palettes. It's probably my consistency in the shading technique that ties it all together eventually (I have very rigid patterns there). And then sometimes I'll allow myself a fun liberty or two, for instance here I think it's pretty funny to have all the lamp posts red so the place literally is a red light district (and on a more serious note, sometimes the most simple things result in the most character).
This post has been edited by ck3D: 02 July 2022 - 02:42 AM
#10361 Posted 02 July 2022 - 05:12 AM
This post has been edited by Mark: 02 July 2022 - 05:13 AM
#10362 Posted 02 July 2022 - 03:57 PM
ck3D, on 02 July 2022 - 02:37 AM, said:
Just throwing my 2 cents here, but regarding the basic Duke 3D logic and something that's super forged into my intuition by now, it's always been pal 2/"orange/red" for level ending/goal kind of thing, as I remember to the point I remember spending hours on end trying to get into that fast-closing door room in Tiberius Station as a kid thinking it's the intended progression. I sometimes get the impression you do overuse the palettes (especially pal 6 which I personally find too aggressive 90% of time ), but in Blast Radius this isn't explicit at all and used really smart, so I'm not complaining.
Anyway, some assorted screens since I've come back to mapping from a 2 months break a few weeks ago. They're still a bit WIP of course.
#10363 Posted 02 July 2022 - 11:23 PM
#10364 Posted 05 July 2022 - 07:14 AM
#10365 Posted 08 July 2022 - 02:42 AM
#10366 Posted 08 July 2022 - 03:35 AM
#10367 Posted 08 July 2022 - 03:37 AM
dandouglas, on 05 July 2022 - 07:14 AM, said:
Looks pretty hot, awesome new art!
#10368 Posted 08 July 2022 - 07:07 AM
Aleks, on 08 July 2022 - 02:42 AM, said:
duke0108.png duke0110.png
Love the shadow work on this! So good.
#10369 Posted 08 July 2022 - 07:11 AM
#10371 Posted 08 July 2022 - 08:16 AM
This post has been edited by Ninety-Six: 08 July 2022 - 08:17 AM
#10372 Posted 08 July 2022 - 08:19 AM
#10373 Posted 08 July 2022 - 12:50 PM
Ninety-Six, on 08 July 2022 - 08:16 AM, said:
Haha yeah ideally the lorry would pause and then keep going forward, but I'm not sure if it's possible to achieve this effect with something triggered? If anyone knows of a way, please let me know!
#10374 Posted 08 July 2022 - 01:31 PM
#10375 Posted 09 July 2022 - 12:37 AM
#10376 Posted 09 July 2022 - 07:29 AM
Also great screens Aleks!
#10377 Posted 09 July 2022 - 10:17 PM
dandouglas, on 08 July 2022 - 07:11 AM, said:
How big is Smoochem map?
#10379 Posted 10 July 2022 - 06:38 PM
#10380 Posted 11 July 2022 - 12:41 AM
Fox, on 09 July 2022 - 10:17 PM, said:
Currently it's looking like 14 maps files in total, however several are joined using Danukem's hub map code so more like 8 separate areas. The individual maps are going to be relatively small, with very high wall-counts - I'm mindful of performance but everything runs fine on my 10-year-old PC.
The whole experience is going to be fairly linear, with Half-Life-style progression, targeting around an hour of gameplay for the average player.
I'm aware that 14 map files is extremely ambitious for a solo project, but I'm looking at this in terms of years instead of months. I knew nothing about mapping or modding a year ago and I'm still just really enjoying the learning process, so I'm in no rush to release. I still have no clue about enemy placement, balance or creating interesting combat scenarios so I'm studying a lot of user maps and mods to try and get an idea of what works.