Blast Radius WIP/discussion thread "while it's brewing"
#331 Posted 12 March 2022 - 05:19 PM
Lore of the whole episode is a bit heavy both in terms of events and tone, yeah. Can't share much about it that the screens don't already show or imply without spoiling the direction of the whole adventure before it's even out, but you're onto something for real. Situation actually isn't too dissimilar to the general havoc in Shaky Grounds, come to think of it.
This post has been edited by ck3D: 12 March 2022 - 05:27 PM
#332 Posted 13 March 2022 - 03:41 AM
ck3D, on 12 March 2022 - 05:19 PM, said:
#333 Posted 16 March 2022 - 01:04 AM
#334 Posted 17 March 2022 - 09:35 AM
Looking forward for you to start adding monsters and polishing the older maps, so I can start properly testing them
#335 Posted 17 March 2022 - 07:48 PM
#336 Posted 17 March 2022 - 11:02 PM
Every once in a while I go through the entire episode in sequence and even without 95% of the monsters, everything seems to flow pretty well (all the keys and key slots were always in there) which I hope is a good sign. The only potentially confusing moments are the few moments in the later, more complex maps that are meant to be that much more confusing. I'm aware of how much of a trap author intent can be, too. Episode will have a shit ton to explore but the mandatory progression I want to be very straight to the point (falling in line with my hopes that some people might start speed running this).
There's that scrapped A.W.O.L. level (and potential second secret map) I want to retouch and experiment with too; I'll do that during the upcoming pass, maybe as a last minute thing. A couple of monster variants I really want to code in as well. I'm keeping my fingers crossed for the new Pigcops, Jay's been overworked with A.W.O.L. and so I hope our schedules can match eventually.
#337 Posted 21 March 2022 - 09:46 AM
#338 Posted 21 March 2022 - 10:41 AM
Dynamo128, on 21 March 2022 - 09:46 AM, said:
The vanilla game was a master class in that, as well. 'Specially with that jetpack.
#339 Posted 23 March 2022 - 04:31 AM
The maps flowing well from one to the next isn't much of a surprise to be honest, they were always planned and conceived to be played in succession. A few times the connection in between some of the levels is a bit of a stretch lore-wise, but in a way that I think is pretty meta, we'll see how that's received eventually.
I'm having a crazy busy week but since my former post I've added 95% of its gameplay to the first map in the episode, been testing and adjusting it with care and absolutely each and every of my plans for it atmosphere- and gameplay-wise has been working out just fine, so I'm enthusiastic about working ahead on the rest. We're talking one of the smallest maps though, let's see if I can apply my concepts to the more sprawling ones with just as satisfying success (but since I similarly built those with practicability in mind first and foremost, the large scaler should be but a bonus). I've also reworked some new aesthetics into that first map, including one window 'effect' in particular that I think works quite well there and only opens even more paths up. 15+ secret places.
Tempted to share images of said map with enemies and whatnot but since we're so close to the final product now, I'm calling it quits on posting screenshots in abundance for a bit. I can't wait to work on the video trailer now really, and I guess I'll be tackling the manual soon too. I'll also be looking up some Lost Civilization videos when I can find the time, thanks for the recommendation!
This post has been edited by ck3D: 23 March 2022 - 04:36 AM
#340 Posted 28 March 2022 - 02:26 PM
- coded all the new enemy variants/pal swaps I think I wanted, so maybe an additional dozen including one Battlelord I'm particularly stoked on due to how it functions, also generally cleaned up a ton,
- level 1 is fully traversable and polished with sounds and tried and true gameplay in all difficulty settings, just needs multiplayer starts (note to self...) and more work around a thankfully increasingly rare glitch where the player can warp into supposed non-player space in one area (recent Mapsters probably kill that altogether though), still takes me roughly thirty minutes exploring everything and finding all secrets;
- level 2 is roughly traversable with sounds, bug fixes and maybe 30% of the gameplay in, but still needs its fair share of adjustments, additions and general touch-ups. Intended progression is implemented basically as far as finding the first key. So far all going exactly according to plan with that one.
This post has been edited by ck3D: 28 March 2022 - 02:33 PM
#342 Posted 29 March 2022 - 05:45 PM
Ninety-Six, on 28 March 2022 - 03:16 PM, said:
I'm getting hyped too, the past few days pretty much have been the confirmation that things will play exactly how I always intended them.
75/80% of the gameplay of the second level is in now. It's a pretty big one and so adjusting things takes a bit. Still shouldn't require any longer than a day or two to complete and polish. For now monsters stop around the second key grab yet still doing everything possible around the map at this stage takes about an hour. You most likely won't have to, though. Again 15+ secrets.
First level has its multiplayer starts and is basically done minus a couple of tags and effectors and walls to move. Speedran it for the '3D Realms' time' and so far registered a 00:57 but now I can think of an even better route.
Also started working on the manual (contents, not design).
This post has been edited by ck3D: 29 March 2022 - 05:46 PM
#343 Posted 31 March 2022 - 06:58 PM
- Level 1 was bug fixed so that all the aforementioned recent clipping issues should be sorted out, moving a few walls and adding silent teleporters helped a ton, now it's even more rare that the player warps to the unintended layer of the map and whenever they do it's for just a frame before they're automatically teleported back to the right spot, so the illusion is pretty flawless. I can most likely optimize those fixes even better if the issue ever turns out to persist, but for now the current version feels really stable (didn't clip again once since the fixes). Secret place count is 16. Managed to set a new '3D Realms' time of 00:48. Current par time going straight to the keys is around 2:40.
- Worked on some more code and now the modified enemy variants drop random amounts of the matching new ammo when dying (so the RPG Pigcops now leave rockets behind, the mortar ones pipebombs, etc. instead of shotguns), simple but had to be done.
- About to keep working on contents for the manual, and also start adding gameplay to the third level.
Thanks for putting up for the lack of screenshots. Project has reached a stage so close to final, everything I'll be showing from now on I want to be something good.
This post has been edited by ck3D: 31 March 2022 - 06:59 PM
#344 Posted 31 March 2022 - 07:55 PM
ck3D, on 31 March 2022 - 06:58 PM, said:
I'm curious. What's your logic for both? That is, how do you determine what times should be par and which ones 3DR time?
#345 Posted 31 March 2022 - 08:58 PM
That's actually a dimension of the project I'm particularly stoked on, when I say that so far it's all really turning out to play how I always envisioned it, I mean that under all possible aspects, including my hopeful concern for variety in the audience and approach and the independence I want the player to retain to spend either hours, minutes or days in it. The second level is actually a pretty good example there I think, I can complete it in under three minutes, but I wouldn't be surprised if it took three hours for an exploration-inclined first-timer to thoroughly scan and trigger everything, while the least patient will probably find their own way to get over it with more reasonably quick still so all the room in between the extremes really is free space.
This post has been edited by ck3D: 31 March 2022 - 10:01 PM
#346 Posted 01 April 2022 - 12:56 AM
ck3D, on 31 March 2022 - 08:58 PM, said:
For BiB and The Conundrum I've put 3DR times as my best times on Piece of Cake and as par times I used what beta-testers could push approximately.
#347 Posted 02 April 2022 - 12:21 AM
Today:
- implemented 45% of the gameplay in level 3,
- got a video from Aleks' first playthrough of level 1, he volunteered to beta test the first levels as early as possible and is doing a great job, video form is especially helpful in that getting to directly watch someone interpret the map on the spot is very rich in hints to possible issues and secret place ideas (just watching him enter some rooms I kept getting inspired for new ones). Clipping issues indeed seem gone unless one insists on spending time flying around the level and bopping into the wrong walls, which makes sense because the silent teleporters are at ground level, and also kind of sucks, but at least is viable and can be resolved by just landing, I'll see how much further I can look into that (I'll probably just duplicate the effectors several times at various heights, it's not that many sectors being problematic). I think today he's doing level 2,
- coded in two new monster variants including my new favorite, the Assault Taxi Driver,
- worked on the manual some more, added more script to the levels page and started the new monsters page.
This post has been edited by ck3D: 02 April 2022 - 12:29 AM
#348 Posted 02 April 2022 - 12:29 AM
ck3D, on 02 April 2022 - 12:21 AM, said:
come again
#349 Posted 02 April 2022 - 12:55 AM
From the manual:
Quote
Those yellow troopers only ever enlisted due to having developed a certain remote fascination for Martin Scorsese’s films and, therefore, the personal aspiration to get an especially firm grip on their planet of origin. They are convinced and comforted in their role by genuine, sincere passion and their interpretation of Earthlings is one that is twisted and dramatic - better believe these guys don’t mess around, and will blow shit up. But their delusion also doubles up as their weakness: their identity crisis will never allow them anywhere far away from their taxis. Better wash that trash off the sidewalk before it cleans up your blood. Drops pipebombs when killed.
And so I guess we're showing gameplay:
This post has been edited by ck3D: 02 April 2022 - 01:00 AM
#351 Posted 05 April 2022 - 09:16 PM
- Cleaned up some code fixing some monster behavior (one nerfed, one buffed), getting ready to fix a few things in the previous two levels, then I'll be going on with level 4 onwards (maybe a break would be welcome sometime too, I actually want to spend some time off to better think of specific monsters for level 4 in particular).
Random level 3 action screenshots from testing sessions, some aesthetics to clean up here and there maybe, of course they stand out now:
This post has been edited by ck3D: 05 April 2022 - 09:27 PM
#352 Posted 05 April 2022 - 10:06 PM
I'm already liking the new enemy variants. It really seems to be scratching the same itch LR&WB did with its monster variety, but without some of that painful level design.
#353 Posted 06 April 2022 - 09:46 AM
To this day, though, I haven't played LR&WB. RunningDuke/FistMarine recently sent me this page too: http://misfittechstu...onsters-new.htm which is pretty inspiring as well, always funny seeing the quirky ways fans have always been repurposing every enemy. I think there's quite some exploration yet to be made just in complementary primary and secondary attacks paired up with each monster's specific AI, at least here I'm sort of trying something like that all the while keeping the changes simple, clear and coherent. I really just always liked the thought of modding the basic enemies, to be honest, hence the modified mortar and RPG Pigcops as far back as in the original Anarchy City maps. That code I remember part learning from, part stealing from a different user map back in 1996 that had them, they worked really well in that map and so I thought the concept was too sick to sleep on.
So for now besides the clipping issues in level 3 that may persist but I will try my best to reduce, everything is going according to plan. Just started adding gameplay and sounds to level 4 (one of the biggest if not the biggest of the pack, so that's actually some work), and about to dive back into level 3 to 'finalize' it with the multiplayer starts (which are some of my favorite things to place, but I always seem to almost forget). Got some more progress on the manual too.
This post has been edited by ck3D: 06 April 2022 - 10:00 AM
#354 Posted 07 April 2022 - 01:20 PM
#355 Posted 08 April 2022 - 09:36 AM
I'm the first ten minutes worth of gameplay into level 4 which once again seems to play up to my expectations so far, but that's only maybe 5% of the map, this one may be the largest of them all (it's the nature map) and also the most open so fine-tuning everything from item placement to spawn points might take a bit, but also is pretty fascinating (plus the potential for secret places is crazy in that one).
Also coded in six variants on the Organtic (turning it into a slow flying enemy type with semi-broken behavior I actually want to experiment with more, because it's pretty interesting), and worked on the sound aspect of the game adding a selection of about 80 Duke quotes (from the Duke Nukem Vocal Collection, which had 1500+) that I had to fix the levels on individually, as well as a few new ambient sounds that I already implemented in all first four maps, where I think they in fact really work. No replacements, only bonus additions as I want the action in this project to keep feeling classic first and foremost which means not veering into TC territory.
This post has been edited by ck3D: 08 April 2022 - 09:42 AM
#356 Posted 08 April 2022 - 03:34 PM
ck3D, on 08 April 2022 - 09:36 AM, said:
I know this is actor name lingo, but I don't know what enemy it relates to.
#357 Posted 09 April 2022 - 12:11 AM
Ninety-Six, on 08 April 2022 - 03:34 PM, said:
It's this thing: https://dukenukem.fa.../Organic_Turret
Sometimes used as a decoration in the maps as it's just static frames really. It was coded as an actual enemy in The Gates TC.
#358 Posted 09 April 2022 - 12:58 AM
Aleks, on 09 April 2022 - 12:11 AM, said:
Sometimes used as a decoration in the maps as it's just static frames really. It was coded as an actual enemy in The Gates TC.
I had no idea this thing was supposed to be a turret. I've usually seen it used as a flying enemy.
Neat.
#359 Posted 09 April 2022 - 01:00 AM
@Ninety-Six yeah, apparently it's meant to be a plant that's attached to alien ceilings and opens up to shoot once you get close. For now mine does that too, except hovering in the air and then following you if you let it live. Nice to know I'm not the only one who ever thought the sprite might also work as a flying type threat.
This post has been edited by ck3D: 09 April 2022 - 01:03 AM
#360 Posted 09 April 2022 - 09:12 AM
Here is some hud-and-enemies from a level 4 testing session, now playable up to the blue key, I'm pretty stoked, gameplay I had always planned turns out to really work there too.
This post has been edited by ck3D: 09 April 2022 - 09:13 AM