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

User is online   ck3D 

#11071

Messing around for fun (2x 45 mins).

Spoiler


Spoiler


This post has been edited by ck3D: 04 July 2026 - 08:41 AM

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User is online   brullov 

  • Senior Artist at TGK

#11072

I am working on my Quake TC, made some cool progress.

- Vision rework: enemies now have a field of view and sight range. They only spot targets in front of them;
- Movement rework: custom navigation with 8-direction chase logic with step and ledge checks instead of Duke's built-in movement;
- Ambush system: alerted enemies wake up everyone nearby. Enemies with the ambush flag set ignore sounds and only wake up on sight;
- Infighting: if an enemy damages another, the victim turns on the attacker. Monsters of the same class won't fight each other (grunts being the exception, as in Quake), and the winner goes back to its previous target;
- Patrol system: custom locator sprites define patrol routes;
- Gibs: enemies (and the player) killed with enough excess damage burst into bouncing gibs with blood trails and a separate head gib;

Here is a short video demo of all of it:
https://youtu.be/eyQ72leTlc0

Edit: I do not remember how to correctly embed yt videos here...

This post has been edited by brullov: Yesterday, 01:36 PM

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