What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3061 Posted 02 January 2012 - 10:34 AM
My friend just betatested one map of my episode:
This episode will need some TIME to play.
#3062 Posted 02 January 2012 - 11:42 AM
#3064 Posted 03 January 2012 - 01:33 AM
The Commander, on 02 January 2012 - 08:45 PM, said:
0_0 How....the terrain......the not so blocky terrain........the beauty......and and and and the GIANT MAP! Wow that was well worth the watch from beginning to end. Thanks.
#3065 Posted 03 January 2012 - 02:04 AM
s.b.Newsom, on 03 January 2012 - 01:33 AM, said:
That video is beyond amazing! I hope he didn't abandon it. It looks like that it's running smoothly with all those models and detail.
#3066 Posted 03 January 2012 - 03:00 PM
The Commander, on 02 January 2012 - 08:45 PM, said:
I was going to post it, but you was faster
#3067 Posted 03 January 2012 - 03:04 PM
Muelsa, on 03 January 2012 - 03:00 PM, said:
Maybe Commander wanted some rep points for your video, lol.
#3069 Posted 03 January 2012 - 06:08 PM
Has a nice radio station (DJ)
Nice mixers etc.
#3070 Posted 03 January 2012 - 06:31 PM
#3072 Posted 04 January 2012 - 08:37 AM
Muelsa, on 03 January 2012 - 03:10 PM, said:
You can have all my rep points, I do not care for that system.
#3073 Posted 05 January 2012 - 12:08 PM
I've started building yesterday.
Yet it isn't much, but I think I've got good ideas.
Btw. great to see that the community is still active!
#3074 Posted 05 January 2012 - 03:39 PM
Mia Max, on 05 January 2012 - 12:08 PM, said:
I've started building yesterday.
Yet it isn't much, but I think I've got good ideas.
Maybe a castle/temple oriented map invaded by superliztroops?
#3075 Posted 05 January 2012 - 11:18 PM
Norvak, on 05 January 2012 - 03:39 PM, said:
Yeah, I guess that will be the story
#3076 Posted 06 January 2012 - 12:05 AM
In short
> No DukePlus dependency, as this has been commented on with a couple of things I releases, in fact, people still brought it up once when it was optional with something.
> New map, something more consistent, such as a small street with small buildings or else just one large building that the player must escape from.
> Health, I didn't implement any last time, much as I prefer difficulty, I will consider implementing a "drinking fountain" type object, basically, infinite health, as long as you can reach a fountain, Capcom games have this system.
The idea is generally that you get one fountain per area, say you had a promenade and an opera house (it won't) - there would be one at the far end of the promenade and one near/inside the building.
> Fix anything that's broken.
> Implement a resident-evil-style inventory instead of having items automatically used.
> Hidden wall of shame, nobody "Obtained the: Herp Derp" item in the other release, so this time I'm gonna find out stuff that myself and everybody else has gotten wrong and have a room full of screenies with notes underneath so we can all laugh at everybodies shortcomings.
What I intend to do, is stick to that idea that one day I want to make something like this small mod but larger (the size of Clock Tower 3 maybe) - so perhaps to showcase that this actually might be a good idea, I should make this thing so it's ready for that, more complex inventory, polished item handling, completely new door system (more like resident evil) and whatever.
I probably won't bother though, as anything I release seems to be widely ignored outside of "I can't run this!" and "This isn't like Duke Nukem 3D was in 1996 so it's wrong!"
#3077 Posted 08 January 2012 - 02:45 AM
Things to do:
*Model car and make variations of it for voxel convertion
*Billboard sign to break up linearity of environmental flow
*Building Textures
*Fire Escape textures and level setup
*Fill in basketball with textures and objects
*and various small other design additions
Things that need changing:
*Not satisfied with sidewalk texture. Sadly I can't do much in terms of detail since BUILD doesn't allow for scaling textures besides normal and half size. :/
*Linked fence shows too much of the surrounding area and might be bad for optimization especially since the surround area (dirt area is not explorable/off limits to player). Need to figure out a way to block player's view without destroying aesthetics.
*Need more brush/grass sprite variations, also look into a better dirt/grass texture.
Here is the basic blockout of the level. These levels are designed to be small but the gameplay will expand upon it especially since its more Adventure centric than action.
EDIT:
Okay made a lot more progress.
Things changed:
*Shrunk the street down to be more appropriate for a one way.
*Shrunk down opposite end sidewalk on the 'empty side since large sidewalks are only used for heavy traffic areas.
*Added voxel power lines (minus lines since sprites can't be stretched out enough...unless i'm wrong. I'm guessing a larger image will allow for larger stretching?)
*Broke up the area between parking lot and basketball court with a sort of aesthetic plant area.
*Added metal plates on the other side of the fence to block some of the view.
*Extended freeway and added some mountainy area to further break up mechanical look.
Note: The weapon is just a placeholder to move away from feeling like Duke 3d.
This post has been edited by s.b.Newsom: 08 January 2012 - 04:43 AM
#3080 Posted 08 January 2012 - 02:45 PM
#3081 Posted 08 January 2012 - 05:17 PM
#3082 Posted 08 January 2012 - 05:29 PM
Edit: Update. Just need to add cityscape matte painting, cars, varied building textures, fire escape, and a couple more signs. Almost done with the first version.
Per critique from Capt, I lowered the opacity on the vignette, and made the area look more LA than NYC. Next step is redo the freeway with more 'LA' design.
Since I realized my mistake when working with def files, I was able to reach a larger scale for ground textures. Now I have a more fitting sidewalk and road texture.
This post has been edited by s.b.Newsom: 08 January 2012 - 09:38 PM
#3083 Posted 11 January 2012 - 11:10 AM
Yet it looks quite empty, but I want to do the basics first before making detail work.
#3084 Posted 15 January 2012 - 05:21 AM
Resident Evil Mod
Gotham Night Episode
Future Noir Mod
Maps:
Jurassic Park
Matrix
#3085 Posted 15 January 2012 - 05:47 AM
Looks great though.
This post has been edited by s.b.Newsom: 15 January 2012 - 05:49 AM
#3086 Posted 15 January 2012 - 08:09 AM
#3087 Posted 15 January 2012 - 08:44 PM
some mobs that drops stuff needed to open certain door. A little similar to the SNES game Shadowrun.
There is many clues so you don't get lost and or confused etc.
#3088 Posted 16 January 2012 - 05:38 AM
Oh, this probably would be 3rd person again, so performance would probably be better than you'd expect with this use of lighting, I was averaging 150fps.
#3089 Posted 16 January 2012 - 05:41 AM
#3090 Posted 17 January 2012 - 07:08 PM
Ending is long cus mostly EXTREME conhack.
Very similar to the SNES game Shadowrun.
and stuff.