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Blast Radius WIP/discussion thread "while it's brewing"
#421 Posted 15 October 2022 - 10:40 AM
Playing map 9, about 30 minutes (and 200+ enemies) in, design-wise it might be my favourite so far and I kinda like that given at which point it is located in the game. Gotta say the "futuristic" vibe and locations remind me a lot of the Hengsha in Deus Ex: Human Revolution.
#422 Posted 19 October 2022 - 03:54 AM
I'm also 95% done with populating the boss map, also been going around and retexturing or redesigning some of the older bits I had made on a whim but then never really looked back on. The sprite limit in this one will be a bitch until the very end but I should be able to just barely manage. Once done with that one, I think I'll be awaiting Aleks' report, then polish as much as possible in every level for a version to send to new testers (I already have them) while I tackle the gameplay in the secret map(s). Also been working on centralizing all of Aleks' vids to try starting to edit the video trailer sometime (actually most of that centralization work is on him since I failed to download a lot of those a first time around - I suck!).
This post has been edited by ck3D: 19 October 2022 - 04:04 AM
#424 Posted 19 October 2022 - 01:58 PM
I just got done adding gameplay to the boss map, so now it's technically traversable but still requires one more pass before being ready for testing - still needs its multiplayer starts, a few ambient sounds here and there, and most importantly I'll have to find and kill at least 400 decorative sprites to ensure the map (ideally) never crashes - but otherwise everything else is in.
Some good news is I actually went back to look at the confirmed secret level for the first time in a while and realized that contrary to what I had been thinking, I still have a lot of sprites left in that one and so implementing its gameplay should be fast as I won't have to battle against that particular limit so much (having to for the boss map ended up being tedious and slowing me down a lot).
Besides all of that, now all there is left to do on the mapping front is quickly adjusting gameplay in level 11 and adding one effect to the epilogue map; and then one more global round to address all the issues Aleks spotted (again those are rather numerous but I know how to solve most of them, so shouldn't take ages) before we get to testing phase two with more people. I still want to populate the second secret level too, still very tempted but that may wait a bit for now as I feel like I've been doing a lot in a short time and I don't exactly want to burn out.
This post has been edited by ck3D: 19 October 2022 - 01:59 PM
#425 Posted 21 October 2022 - 12:47 PM
This post has been edited by ck3D: 21 October 2022 - 01:28 PM
#426 Posted 26 October 2022 - 03:01 AM
Working on that one is especially meta since it's based on parts of my hometown (as the Anarchy City series was), and the design actually really resembles the real places. And so I've been finding myself working on it on rainy days where I don't want to go out, but it still kinds of feels like stepping into my immediate environment outside. And it also rains in the map too.
This post has been edited by ck3D: 26 October 2022 - 03:01 AM
#427 Posted 26 October 2022 - 07:47 AM
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Lots of maps too. I hope you don't get fired for doing so much mapping on company time.
#428 Posted 30 October 2022 - 12:58 PM
Giving all the maps their final pass soon before getting around to sending a somewhat credible build over to other testers. Honestly I've been feeling a tad burnt out lately (not just on mapping), so may be at cruise pace, but we're really getting there. As of currently, episode has 180 new sounds (not counting the music).
#429 Posted 30 October 2022 - 04:30 PM
#430 Posted 30 October 2022 - 10:48 PM
This post has been edited by ck3D: 31 October 2022 - 01:26 AM
#431 Posted 05 November 2022 - 06:47 AM
I also keep going back and forth making up my mind about including the second secret level or not, porting it would be a lot of work, but I started retexturing it for fun/out of boredom anyway. Guess if I naturally manage to finish it before or during the beta testing phase of the rest I'll include it and won't if I don't.
Polymost over classic seemingly injects so many issues (some big, most small) into and throughout the maps, I still want to go for compatibility as much as I can but at the end of the day this is a bit frustrating (can't understand why an effect that works in a renderer would break in another) so I might just say fuck it instead of wasting days figuring obscure why's out and just include a prominent mention recommending software mode at least for the initial release.
I'm more behind than I would like to be on everything video trailer-related but need to try tackling that soon.
This post has been edited by ck3D: 05 November 2022 - 07:02 AM
#432 Posted 05 November 2022 - 10:42 AM
#433 Posted 05 November 2022 - 11:09 AM
Ninety-Six, on 05 November 2022 - 10:42 AM, said:
It's mostly parallaxed skies and parallaxed sky-related effects that look off. All maps function flawlessly in classic but one of them has a sky that just breaks and turns into HOM from certain angles in Polymost, and one particularly crucial effect in a different level seems to break too in a way I'm not sure I understand (it triggers but the resulting visuals are way off and inconsistent with the intended result I'm getting in classic). I'll be looking into those hoping for optimal compatibility but I can barely run Polymost myself and so might end up just saying screw it, for the initial release at least.
The threshold for how many sprites can be loaded at once before clipping in and out of existence also seems different from renderer to renderer. I do not get any of that in any of the levels in classic mode, but Aleks keeps running into those situations in Polymost in a few of the more open levels (but that is potentially easy to adjust to an extent).
This post has been edited by ck3D: 05 November 2022 - 11:12 AM
#434 Posted 30 November 2022 - 08:45 PM
#435 Posted 04 December 2022 - 05:17 AM
I think I want to try and get a beta build compiled for one last pre-release barrage of testing by the end of the month or so, seems doable and enough of a challenge to motivate me via a kick in the ass. Not certain to make it on time for a Christmas release anymore at all because I've been getting busier, still shouldn't take too long though - early 2023 is a safe bet. Thank you for waiting.
#436 Posted 04 December 2022 - 09:03 AM
Also, did I spy a Duke clone in that last screenshot?
#437 Posted 04 December 2022 - 09:36 AM
And yeah, Duke clone; already appeared in some screenshots I posted back in October, but was in the midst of a lot and so easy to miss. Actually it's the N.U.K.U.M. for New Ultra Killer Usurpator Man. Just you wait until you hear him. Here's a page from the WIP manual.
This post has been edited by ck3D: 04 December 2022 - 09:38 AM
#438 Posted 04 December 2022 - 10:02 AM
#439 Posted 22 December 2022 - 06:47 PM
So now, the whole of the episode is traversable with gameplay implemented. I'm saying fuck it to the second secret map for now - it has some potential but would need too much work all the while being a bit redundant with the rest of the content but I might fix it up at a later stage, post episode release - so final product is looking like 13 maps + 1 secret totaling 14. New sound count is in the 210's. I'd say the three quarter of the levels are just about ready (but I'm always refining detail everywhere), and only a couple or so still need a bit of a more intense pass before all can be compiled in a build for testing. Shouldn't take too long.
This post has been edited by ck3D: 22 December 2022 - 07:45 PM
#440 Posted 23 December 2022 - 12:02 AM
#441 Posted 23 December 2022 - 04:47 AM
This post has been edited by ck3D: 23 December 2022 - 04:50 AM
#442 Posted 08 January 2023 - 08:17 PM
#443 Posted 11 January 2023 - 04:23 PM
#444 Posted 12 January 2023 - 02:13 AM
#445 Posted 12 January 2023 - 01:57 PM
Because yes, the test build now finally does exist and just started going around. I'll probably be refining some of the end game stuff while the testers are on that version (best of luck to them with it), and finalizing the manual too. Ideally I'd be shooting for a release on February 8th if that sounds good.
Side note, but it is to be noted that as much as I wanted this project to be as compatible with different ports and mods in the first place, it sort of did spontaneously pigeonhole itself into being rather settings specific in the end. That is, some portions of the code (in particular the new projectiles) positively anchor it into Eduke32, and even then there seems to be rather remarkable discrepancies in behavior depending on how old of a build one uses, or which renderer. For instance, recent Eduke builds generate sprite flickering (due to overabundance) in some of the maps that never existed in the builds most of the project was made using (but it's not so bad, and since that seems to be accepted practice I'll probably include a safe Eduke build in the folder to address that); or the music sounds completely different (but I actually don't mind that, I think). And just a couple of important parallaxed sky tricks still break in Polymost. So we're really talking an Eduke32 episode with classic/software mode recommended at the end of the day, which I had announced before but can legitimately confirm now.
Ah and (note to self) one more last minute thing I need to do is learning to speedrun the other half of the maps I haven't yet to set the par and "3D Realms" times, a handful of the levels are still missing theirs.
#447 Posted 12 January 2023 - 05:09 PM
At the same time though, I think I'll probably just wait for the public release. I thought about it a while and I decided that I should wait it out until February. I trust that there'll be tons of surprises in store for Blast Radius and I feel that the jankiness of the test might dampen the excitement or shock factor.
Again, a huge congratulations for finally compiling a playable build from start to finish! Four years is a huge undertaking and it's far greater than I could ever imagine making a mapset for a silly game about shooting aliens.
#448 Posted 12 January 2023 - 10:22 PM
Four years indeed has been pretty insane a commitment and I knew it would be before I got into it. Then a couple of months after Poison Heart I started sketching out the first map for it, honestly out of mere curiosity; liked the results, kept going. Next thing you know, one morning I wake up and I'm sitting on 14 maps I needed to populate and make work. Nothing at all about this project was ever forced, until the very end where I naturally needed to have to structure things. But that really is the shared nature of anyone ever working on Duke/Build/game stuff. Individuals will make potentially social and professional suicidal choices in investments of time all the time for the sake of art and I think that's beautiful. Something I've learned over the years is it's absolutely pointless to second guess why one is feeling creatives urges that probably transcend their consciousness anyway and so there is no purpose in doubting (or being scared of) such impulses - giving into existentialism there only equates wasted time spent away from creating what you should be creating. I did run low on battery quite a few intimidating times whilst working on this, but that was my choice and I also made sure it never became too toxic or unhealthy. Now, visions I had been collecting since 1996 do positively exist as material others will get to experience and hopefully enjoy for the most part - I'm stoked!
#449 Posted 12 January 2023 - 10:44 PM
ck3D, on 12 January 2023 - 10:22 PM, said:
I refuse to believe it's been that long already. Feels like only last year this whole thing was announced and yet
#450 Posted 14 January 2023 - 03:40 AM
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