What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3151 Posted 11 February 2012 - 08:25 PM
I've only just begun to work on my project again. It's really just mapping (most of what is worked can't be captured in screenshots anyway atm, well, rather, they can but they'd be boring ones) but.. yeah.
The training level. I have no idea what this is going to be like. It was initially inspired by the SST training level in theory, and one of the SSTDM levels in design. It turned into something different.
I have a design in mind for my levels, a sort of vision of what I think the future's going to be like. I want the mix between utopia/dystopia to be about 30/60. The training level would give you a glimpse of the former half, a very advanced society functioning without worry. The view outside is getting a TROR makeover, and is in it's most primitve stages. In addition, it's moving from polymer-shadows to "baked" sector shadows.
This is level 0.
These next screens are the beginning of one of the ruined areas. In this level, you'll be at the exit side of a highway tunnel, and from here, the rest of the road is destroyed, as pictured. The inspiration for this level was drawn from the sunken areas of Tokyo from the Ghost in the Shell series.
This is level 2.
These next set of screens are from a frozen level, tied loosely to the previous level via a gigantic, now-defunct sewage exit. In the previous stage, as you trudge on through the sunken city, the water will have begun, at certain areas, to freeze. This level's sole inspiration, albeit very loosely, is from the Spetsnaz mission from CS: Condition Zero "Secret War", a facility buried in the snow. The last two screenshots here showcase a small cave, in which I have no idea what to make of it yet. It looks nice though.
This is level 3.
And two extras that were lying around, testing an AI follower code that just.. does not want to be made. Not the monster one.
AI1
AI2
As for the coding side of everything, my coding is a lot like my mapping. I can't concentrate on one map long enough, its always short, focused attempts on one map one day, and another the next. So with my code, I currently have a bunch of small, broken things. The AI pictured being one of them. I have the weapons somewhat done, but not in the way I want them, so an overhaul is imminent. The UI is non-existant and the whole game still "feels" like Duke. That's something I aim to change. I'm honestly going for something that captures the puzzles (even if in a simpler form for easier coding) of HL2, combined with the exploration, mystery and combat of Mirror's Edge. And when I say mystery, I don't mean storyline-based. That's a whole 'nother can of worms. I mean that eeriness that came from the fact that nobody was ever around, offices where people seemed to work without anyone coming or going, where they normally should, as if they up and vanished. All the while you toil away with how to climb to a vent on the ceiling.. or something. Which will be actually combated in the city-hub type levels (though, considering my limited knowledge of coding might end up more linear than hub) where people-NPCs will be rampant.
Though, sorry if that sounds confusing or abstract.
Also let me know if imageshack starts popping up with ads. I'll edit them all to be direct links if that's the case, but right now.. typed too much.
AAAAND for older screenshots, my old post.
This post has been edited by Wolf: 11 February 2012 - 08:26 PM
#3152 Posted 15 February 2012 - 06:31 PM
#3154 Posted 15 February 2012 - 07:19 PM
A joke for those of us old enough to know who that is.
#3155 Posted 16 February 2012 - 12:15 AM
EDIT: it might be a good idea to make a dev topic even though you're a long while away from release; the last time you released shots it got drowned out by Jhect and an argument about him. It's a bit disheartening to post a bunch of shots and than have nobody see them.
Nice stuff as well marked - that little band-area especially looks really convincing
This post has been edited by James: 16 February 2012 - 12:18 AM
#3156 Posted 16 February 2012 - 06:08 AM
Marked, on 15 February 2012 - 06:31 PM, said:
Looks great, especially the first shot
#3157 Posted 16 February 2012 - 03:46 PM
#3158 Posted 17 February 2012 - 05:55 AM
I've only been at it an hour, but here's a screenshot to show what it involves. It's my second map, released over a year ago, and was designed for the HRP.
#3159 Posted 17 February 2012 - 06:43 AM
#3160 Posted 17 February 2012 - 06:50 AM
#3161 Posted 17 February 2012 - 07:13 AM
#3162 Posted 17 February 2012 - 07:40 AM
Will it still be an average/below average map? Arguably yes, but that doesn't mean it isn't fun to play (especially for its shortish length) and if nothing else it's an interesting exercise for me to convert a map in this way.
#3163 Posted 17 February 2012 - 08:51 AM
#3164 Posted 17 February 2012 - 10:41 AM
#3165 Posted 17 February 2012 - 04:59 PM
This post has been edited by Hank: 17 February 2012 - 05:59 PM
#3166 Posted 17 February 2012 - 05:33 PM
Micky C, on 17 February 2012 - 07:40 AM, said:
Below average design = mediocre map at the most. Good gameplay is not hard to implement so that alone can't get you far.
#3167 Posted 17 February 2012 - 05:41 PM
#3168 Posted 17 February 2012 - 06:46 PM
I think you should boost up the somewhat bland outside of the library while you're at it to make it more like an open area.
Some enemies made it through the force field windows. I didn't encounter that back then. Could it be introduced be a newer executable version?
#3169 Posted 17 February 2012 - 07:34 PM
#3170 Posted 17 February 2012 - 11:35 PM
LeoD, on 17 February 2012 - 06:46 PM, said:
The enforcers have always been able to jump through the forcefield windows. It's a pretty annoying bug actually.
DeeperThought, on 17 February 2012 - 07:34 PM, said:
Technically I'm still part of the 1 week CBP, as I need to add gameplay and do some polishing later on when everybody's done their part. Besides that, I'm starting university in 2 days and I'm not sure how much time I have, probably not enough to start a new full map, and this is a good in-between project. If I'm only doing a conversion, I could get it finished today. The ROR is done, but most of what's left is SOS.
Edit: Ha! I finished the conversion! Of course now I can't be bothered going out and fixing all the things that got misplaced like misalligned textures. And in polymer, with 8 bit textures and no lights, the performance wasn't as good as I hoped. It's starting to feel like the TROR CBP all over again where the performance was bad despite not having many lights.
This post has been edited by Micky C: 18 February 2012 - 12:41 AM
#3172 Posted 18 February 2012 - 10:33 AM
#3173 Posted 18 February 2012 - 11:34 AM
Plagman, on 18 February 2012 - 10:33 AM, said:
I wonder if it would gain any additional support if we posted it somewhere like Reddit's /r/gaming?
#3174 Posted 18 February 2012 - 11:43 AM
Plagman, on 18 February 2012 - 10:33 AM, said:
If it's really going to take a month of dedicated work to do it, then it's never going to happen. I always assumed it was something you could work on a little bit at a time.
#3175 Posted 18 February 2012 - 12:38 PM
#3176 Posted 18 February 2012 - 06:18 PM
I've always been a fan of 3D Realms-style mapping. I will generally eschew hi-res or next-gen design in favor of it, though I have one TROR section in the level so far.
This is a long way from being complete.
#3177 Posted 19 February 2012 - 04:23 AM
DeeperThought, on 18 February 2012 - 11:43 AM, said:
Not a month to be fast, but all kinds of cool stuff could happen in that timeframe; but I think you've touched the biggest issue: making the whole thing go faster requires deep modifications to all the core parts of the rendering code, which means it's not really something you can work on 30 minutes at a time. You need to break everything and a big burst of hard work so that it even sorta works again, then work from there.
#3178 Posted 20 February 2012 - 02:07 AM
#3179 Posted 20 February 2012 - 09:07 AM
Plagman, on 19 February 2012 - 04:23 AM, said:
Too bad it's not over on git. You could just maintain a separate tree and merge it back to main when you are done. There's ways of doing it with SVN as well but not as nicely and not as easily repaired if you screw up.
#3180 Posted 20 February 2012 - 09:25 AM
Mblackwell, on 20 February 2012 - 09:07 AM, said: