Blast Radius WIP/discussion thread "while it's brewing"
#391 Posted 14 August 2022 - 09:46 PM
#392 Posted 16 August 2022 - 11:02 AM
This post has been edited by ck3D: 16 August 2022 - 11:31 AM
#393 Posted 17 August 2022 - 04:12 AM
This post has been edited by Ninety-Six: 17 August 2022 - 04:12 AM
#394 Posted 19 August 2022 - 02:40 AM
I'm definitely on and off with mapping these days, focused on other stuff and generally low on energy but here's a general status update for the curious and interested (actually one that may be long overdue now that I think about it), as of today:
- all things .con code including the 40 enemy variants, the new sounds etc. are done, unless new ideas pop up or some adjustments need to be made,
- manual is still WIP but I'm not behind on it at all,
- level 1 has been tested and is done minus the need of some quick visual clean-up (really a 5-minute job),
- level 2 has been tested and is done minus the need for clearer navigation hints and some minor detail around a corner of the map (should be quick too),
- level 3 has been tested and is done,
- level 4 has been tested and is done minus the need for quite the number of small gameplay adjustments, as well as the last-minute implementation of a few effects I've been sleeping on this whole time, this actually may take a few days,
- level 5 has been tested and is done,
- level 6 has been tested and is done minus some possible minor alterations to the current navigation I'm still thinking about,
- level 7 is done and will be tested soon,
- level 8 is structurally done with 80% of the gameplay in but needs some optimization (right now the new enemies combined with the base sprite count often result in the 'too many sprites spawned' crash),
- level 9 is structurally 99% done, none of the gameplay is in yet but adding it should be rather straightforward, it's not one of those overly open maps,
- level 10 is structurally 98% done (might want to refine aesthetics here and there and add some quick detail), 10% of the gameplay is in but again should be a fast one to populate,
- level 11 has been tested and is done but the gameplay needs quite the number of basic adjustments since it's a tricky concept map and I'm still experimenting with what works best,
- level 12 is structurally done, 10% of the gameplay is in, in that one though the sprite count is so high already I suspect many last minute optimizations will have to be made for it to run well,
- level 13 / secret 1 is structurally done, none of the gameplay in, same situation as above regarding sprite count,
- level 14 / secret 2 exists but would require a lot of work to look good (it's that scrapped A.W.O.L. map I'm trying to repurpose), I might do it or I might leave it out then release later as a user map,
- I might want a last-minute epilogue map
This post has been edited by ck3D: 19 August 2022 - 02:44 AM
#395 Posted 27 August 2022 - 04:35 AM
This was the level that needed the most alpha fixes at this point, hence the long drag but now feels good having it out of the way.
PS. I realize the sky looks mad distorted on those screenshots because that seems to be how eDuke32 freeze frame reacts to player movement (?) here, but it actually looks fine in game. The aforementioned last minute fixes were made and the level has been sent for betatesting.
edit - and oops, I ModDB'd it again: https://www.moddb.co...ugust-27th-2022
This post has been edited by ck3D: 27 August 2022 - 07:49 AM
#396 Posted 28 August 2022 - 01:03 AM
Great to see steady progress, keep it up!
#397 Posted 28 August 2022 - 01:32 PM
I started adding (some) gameplay to level 9 this morning, confirming that this should be a rather fast one to finalize and then every other map left (but the secret one) is at least partially populated already, so despite the slow pace we're doing good!
This post has been edited by ck3D: 28 August 2022 - 01:32 PM
#398 Posted 06 September 2022 - 06:16 AM
I've also gone back and edited two new screenshots into the aforementioned ModDB update that originally weren't there: https://www.moddb.co...ugust-27th-2022
This post has been edited by ck3D: 06 September 2022 - 08:19 AM
#399 Posted 09 September 2022 - 12:05 AM
#400 Posted 19 September 2022 - 01:25 PM
#401 Posted 21 September 2022 - 02:44 PM
This post has been edited by ck3D: 21 September 2022 - 02:45 PM
#402 Posted 25 September 2022 - 12:17 PM
I'm still uncertain about the second secret map but really less and less so since out of the blue (and boredom) the other day I managed to kill every of the rendering glitches it had that were bothering me. Would need some heavy retexturing but that plus gameplay should only make a week or two worth of difference.
edit - made a lot of extra progress, make that 60% of the effects.
This post has been edited by ck3D: 25 September 2022 - 02:38 PM
#403 Posted 26 September 2022 - 02:04 PM
Generally I'm feeling inspired to wrap this up as soon as possible, maybe before my birthday in November, or if I somehow miss that then for Christmas. There really isn't that much work left to do on this now, one solid month of intense work and then testing should suffice.
#404 Posted 27 September 2022 - 12:56 AM
#405 Posted 27 September 2022 - 11:22 PM
Those screens were from an underwater section by the way, I'm also quite the fan of how the blue underwater tint can make the Duke palette look. Reds turn into pinks or oranges, greens and blues shine brighter - we're not really used to seeing that in the game.
#406 Posted 28 September 2022 - 02:04 AM
ck3D, on 27 September 2022 - 11:22 PM, said:
I'd say you should aim no sooner than for Christmas, both because it is probably the best time to release a bigger mod as people tend to have more time to play it, but also because I know the testing alone will take a while (and I should know ).
Quote
It looks even cooler in polymost - I was genuinely amazed seeing green tint from underwater slime mixed with blue palette in the 4th Shaky Grounds map, but it was also the effect of polymost colour-mixing possibilities.
#407 Posted 28 September 2022 - 05:06 PM
Some random stats, episode files currently weigh in at 30 MB, and comprise 160 new sounds (mostly, but not limited to, Duke talk). Depending on whether I end up including the second secret level or not, we're sitting on top of 14 or 15 maps.
This post has been edited by ck3D: 28 September 2022 - 05:13 PM
#408 Posted 01 October 2022 - 07:50 AM
#409 Posted 02 October 2022 - 11:32 AM
Some new screens of recent areas throughout various maps, last four are underwater, I've been getting into designing submerged rooms at odd collapsed angles:
This post has been edited by ck3D: 02 October 2022 - 11:32 AM
#410 Posted 02 October 2022 - 11:06 PM
#411 Posted 05 October 2022 - 12:06 PM
I wanted to get progress done today and so I took a whole day off to work on level 10 and try to implement all of its gameplay in one go (with breaks). Turned out to be very productive times and now 85% is in, I have some hours ahead of me still too and so can probably finish. More linear design probably helped the pace (as suspected); so far 40+ minutes and 300-something monsters to get to the last couple of areas I haven't populated yet, and 18 secrets. Plays well/as intended, refined some of the aesthetics too, coded in one new enemy variant and even worked on the manual a little, today was a good day. I'm excited to move on after this one because level 11 already has gameplay and so does the epilogue map, so level 12 will be the only one left to require that and then all of Blast Radius will be traversable minus the secret level(s).
#412 Posted 06 October 2022 - 11:22 AM
#413 Posted 07 October 2022 - 02:37 PM
This post has been edited by ck3D: 07 October 2022 - 04:08 PM
#414 Posted 09 October 2022 - 01:39 AM
- started adding gameplay to level 12/boss (skipped over 11 for now as refining the gameplay in that one will be so quick it's anecdotal), whole first 25%/blue key section is done (already takes 20/30 minutes, against 160+ enemies on CGS) and I'm just now realizing it was the most tedious part of the level to set up too (that and a lot of the rest already is populated), so I'm hoping to finalize this one throughout the next couple of days and finally move onto the last, secret map(s);
- cleaned up some code as to tame an increasingly recurrent 'too many sprites spawned' issue, now the new projectiles look a bit poorer by not emitting smoke trails but at least everything seems to run smoothly even in the most extreme circumstances I've been subjecting Duke to, so that's reassuring;
- finalized all of the per-level script and soundtrack sections in the manual, so essentially the story is done;
- now uses (placeholder?) Stevie Wonder MIDI as title theme.
This post has been edited by ck3D: 09 October 2022 - 01:42 AM
#415 Posted 10 October 2022 - 05:24 PM
- ripped and coded in about a dozen more sounds;
- boss map is now traversable at 65, 70% - gameplay is in until just past the second key door and from that point onwards most of the map already has monsters, but there's quite a bit I want to revisit there. Progress is being great otherwise with both proficient and satisfying results. Already takes roughly an hour to get to that halfway point of the level (unless one goes for some risky skips), action is over the top as many a culmination would have it. Map increasingly sort of feels like a Duke 3D variant of Super Mario 3D World's 'Champion's Road' with the more I test it;
- completed some more sections of the manual, a lot about its script is ready by now;
- beta reports of the latest completed maps starting to come in from Aleks;
I want to finalize this, and I'm not letting go. More screenshots soon and hopefully video trailer time (I've been looking forward to that).
This post has been edited by ck3D: 10 October 2022 - 05:45 PM
#416 Posted 12 October 2022 - 09:55 PM
#417 Posted 14 October 2022 - 02:35 AM
#418 Posted 14 October 2022 - 04:00 AM
#419 Posted 15 October 2022 - 08:51 AM
#420 Posted 15 October 2022 - 09:39 AM
Radar, on 15 October 2022 - 08:51 AM, said:
Ha now that's wishful thinking, no map ever had 200+ (I never even mentioned that number), but I think you're referencing the level with 72 secrets that we brought up some months ago. Yeah of course that one is still in, I just went and did a per-level tally of all the secrets (as of currently) for you:
- Level 01: 17 secrets
- Level 02: 23 secrets
- Level 03: 24 secrets
- Level 04: 72 secrets
- Level 05: 4 secrets
- Level 06: 16 secrets
- Level 07: 7 secrets
- Level 08: 26 secrets
- Level 09: 25 secrets
- Level 10: 21 secrets
Levels 11-14 exist but have no secrets due to being straightforward end game stuff, or secret levels themselves, but I might try and add some (I like the idea of a sudden cut in that department after the lore culminates, though). That's still 235 in total, so you weren't so far off with your estimation. And if I ever do end up including level 15, which also exists but would need complete retexturing, then that one already has 6 secrets but is big enough to earn a lot more. All of this is subject to change and so current numbers only.
@Quacken - thanks, yeah this one is quite wild, but I think the epilogue map tops it in craziness - you'll see and be the judge. Whole episode is a bit surreal in tone but things really do become quite unhinged towards the end. I haven't even shown any of the stuff I find is actually good yet (ever altogether I don't think, to be honest). I hope you'll enjoy it!
@Aleks - shouldn't take you any longer than some of the other bigger maps so far. You'll feel accomplished when you beat it though (hopefully).
Re: current progress, I've been finalizing the gameplay in that boss map, it's in at about 85/90% now, only two small locations need extra monsters. I've been quite intensely struggling with the sprite limit, map already had 15387 sprites prior to its gameplay pass and so in order to diminish the possibility of crashes I've been having to cut some of the detail, mostly hundreds of sprite shadows I didn't think looked that good anyway and all kinds of leeway I had, but now I'm running out of that too; hopefully I'll make it work without having to cut too much more (the changes so far have had close to zero impact on the cosmetics, would be annoying to have to get there). Aleks' beta reports of levels 7 and 8 are also in, and he's been playing level 9. Been ripping more new sounds while I still can and all that kind of sweet stuff.
This post has been edited by ck3D: 15 October 2022 - 09:44 AM