Blast Radius WIP/discussion thread "while it's brewing"
#361 Posted 17 April 2022 - 01:50 PM
I want to update the ModDB page soon too, been a while, I did clean it up and refresh the project description on there already though. Timidly suggested the possibility of a summer/fall release, most likely with no new .art, but that may come later as an update, been thinking a bit.
Also got level 3 beta tested by Aleks and it seems like all of its inherent clipping issues that were worrying me are gone in new eDukes now, really relieved there. We did catch one Fat Commander seem to pop up out of nowhere in his video which in fact was pretty funny, but over 90+ minutes of footage and extreme movement as the player he never clipped layers once ever.
This post has been edited by ck3D: 17 April 2022 - 04:06 PM
#362 Posted 30 April 2022 - 12:29 AM
Reason why this map in particular took a while is it's clearly the largest and most open in the whole set, so all the dimensions to consider for general balance and levels of scanning all the possibilities in terms of situation was tedious and a bit exhausting. Also the last few weeks have been a haze in terms of Real Life Thangs and I haven't been feeling like sitting behind a computer mapping all that much, but the motivation and passion are intact and we getting there. The next few levels should be more straightforward and thus a lot quicker to finalize too.
On the 'side' I've also been working further on the manual and adding more sounds, including some ambient sounds from that recent Critical Mass leak that refuse to work, I naively guess because they're not mono and so I need to convert them again.
This post has been edited by ck3D: 30 April 2022 - 12:35 AM
#363 Posted 30 April 2022 - 09:19 AM
ck3D, on 30 April 2022 - 12:29 AM, said:
That is probably a record.
#364 Posted 30 April 2022 - 11:44 AM
Radar, on 30 April 2022 - 09:19 AM, said:
Can't wait to see you making a 100% kills and secrets YouTube video of that one I'm 48 minutes in with my testing session yesterday and still didn't get too far, I'm gaining terrain slower than the Russian army in Ukraine. But it's a fun experience, the combat seems fair and the balance is quite impressive so far considering the scale of the map. Hopefully I will finish my test playthrough tonight.
#365 Posted 01 May 2022 - 03:21 AM
Good luck, I've seen some of these maps in their early stage and am exited to see their final form.
Quote
I don't see anything wrong with that, the original game has plenty of enemies hidden in secret areas (for example the Star Trek secret in E2L3).
This post has been edited by Merlijn: 01 May 2022 - 03:23 AM
#366 Posted 01 May 2022 - 06:59 AM
ck3D, on 30 April 2022 - 12:29 AM, said:
Yeah agree with Merlijn, there's nothing wrong with that, just the only thing I'd say is to make sure the potential pros of visiting a secret outweight the cons. Another thing would be that the new encounters aren't too far from the secret itself (e.g. no respawns at the other side of the map) and second would be no dickish stuff like two new beasts in a cramped secret room. I'm certain you don't do that, but just since this topic has surfaced, I thought it would be a good idea to dig a little further into this "etiquette", as e.g. Last Reaction and Water Bases or Chimera had a lot of secrets that were more suffering than rewards similar to the examples I've mentioned (the most annoying one, in fact, was a dark small room with 2 newbeasts respawning behind you blocking your way out and usually taking more health than the atomic inside the secret would reward).
#367 Posted 01 May 2022 - 10:28 AM
#368 Posted 01 May 2022 - 02:48 PM
Aleks, on 01 May 2022 - 06:59 AM, said:
Yeah no I agree, that's just bad design whether intentional or not, secrets are supposed to equal reward (that's why I try and pair them up with fancy sights or tactical advantage so much), not to be a negative, that sounds like either laziness from the author who gave up halfway through on their project or an experimental form of audiovisual cruelty, such an experience is literally counter-intuitive. I was mostly wondering from a completionist's perspective but what people have been saying is reassuring, it honestly eluded me to which extent the base game had its fair share of 'secret' respawns. But I should have figured if someone is going to 100% the level (good luck on this one) then they would be going for all secrets anyway.
@ Sanek I can at the very least promise that it may be the best thing since the last time you stubbed your pinky toe walking into a table in pitch darkness and sober. I'm not trying to make the best episode ever, just mine, but also desire it to be somewhat accessible and hope others will appreciate it. It's in no way going to be uncriticizable; for instance just the existence of a two-hour map in there I already know will be the breaking point for some players just per se and regardless of how diverse and progressive I've tried making it feel, yet still it's an intended part of my picture and I wouldn't change a thing.
This post has been edited by ck3D: 01 May 2022 - 02:56 PM
#369 Posted 02 May 2022 - 02:57 PM
Before you say anything - I apparently skipped a whole long part of the map with 2 keycards
#370 Posted 02 May 2022 - 03:27 PM
This post has been edited by ck3D: 02 May 2022 - 03:31 PM
#371 Posted 03 May 2022 - 07:00 AM
#372 Posted 11 May 2022 - 01:17 AM
Merlijn, on 03 May 2022 - 07:00 AM, said:
Well, if you think that was a lot of enemies, then check this one out!
It's the same map, I decided to backtrack a bit and explore an entire part which I have skipped along with 2 keycards, which proved to be quite tricky. BTW, although there's some slimers and organtics which are both low-tier enemies, I'd assume that about 400-500 enemies here easily would be commanders or minibosses.
Probably some of the remaining 26 secrets would trigger a bunch of additional encounters too.
#373 Posted 18 May 2022 - 10:11 PM
#374 Posted 19 May 2022 - 09:11 AM
slacker1, on 18 May 2022 - 10:11 PM, said:
Billy Boy was a huge inspiration the whole time I've been working on this (not the only one either, but his approach to scale definitely impacted me big time a few years back after I revisited his work). This particular level I reckon you could choose to spend four hours in without running of possible things to do and places to explore, but also to finish in four minutes knowing where the exit is and coming in well equipped.
Both my professional and personal life have been taking off a bit since my last update in here and I've been too focused on other things to get any significant progress on this, but stalling right now actually is good for quality purposes because I need to digest the sum of little issues Aleks has been reporting here and there in the first third of the map set, and would rather take my time to think things through rather than rush things at random with barely a direction. Plus summer time has come early and the last thing I want to be doing right now is sit down at a screen when it's not for work.
But I'm still fully on this whenever the flow is right again. It's only smaller size maps for the most part that really need gameplay still at this point, so should be reasonably quick to implement (a few weeks should suffice), and then I also want to slightly fix some design elements in a couple of the levels but we're seeing the light at the end of the tunnel. Realistically may not come out this summer given the slowdown, but fall is practically certain at this point.
This post has been edited by ck3D: 19 May 2022 - 09:13 AM
#375 Posted 26 May 2022 - 12:11 AM
#376 Posted 05 June 2022 - 11:51 AM
#377 Posted 06 June 2022 - 02:03 PM
Speedran level 5 a couple of times to try and set the par and '3DRealms' times, the first time around I got a 12:49 then the second time a 12:11, I'm curious if it's possible to go sub 10. This one is particularly fun to try and rush through like that because there's no way you're not dead meat in twenty seconds if you even try and ignore absolutely all the enemies, so you actually have to think routing (e.g.. to the weapons) and strats.
I'm withholding from posting any more screenshots till it's step 2 time in PR, but that's soon.
This post has been edited by ck3D: 06 June 2022 - 02:07 PM
#378 Posted 08 June 2022 - 12:42 AM
Level 6 also plays well so far (to me) with all my plans and designs for the encounters successfully working out, and even better visuals and action than originally expected. So recently it's only been good surprises!
Also got a 10:49 in level 5, really trying to beat sub 10. (edit - now a 7:17!)
This post has been edited by ck3D: 08 June 2022 - 04:31 AM
#379 Posted 08 June 2022 - 12:12 PM
#380 Posted 09 June 2022 - 02:52 PM
#381 Posted 11 June 2022 - 02:46 PM
- Coded in two new projectiles (my first time ever doing this, dead easy thanks to eDuke32), very happy I can do this now, unlocks so many possibilities for more monster variants;
- Cleaned up, fixed leftover bugs, added sounds and then 15 minutes of gameplay in and to level 7 (that's about one quarter or fifth of it);
- Cleaned up a bunch of inoffensive but ugly .con warning messages at launch that had been evading me for a bit;
- Worked on the soundtrack and manual.
So much for sloth mode I guess. Cool!
This post has been edited by ck3D: 11 June 2022 - 02:54 PM
#382 Posted 13 June 2022 - 03:50 AM
#383 Posted 13 June 2022 - 05:32 AM
Level 7 is almost ready for beta testing too, just need to add monsters to one specific section and then a few respawns and sounds, probably will do that tonight. Actually not so much work left to do on the mapping front anymore right now because a lot of the later maps in the pack already are in part populated with (some) monsters and gameplay and are technically traversable with all effects in place, just empty in bits. It's still a bit too early to claim being sure and I'm going to have a relatively busy next few weeks, but it's looking like my original summer 2022 prediction for a release wasn't far off at all, although it might (or might not) be late summer.
This post has been edited by ck3D: 13 June 2022 - 05:41 AM
#384 Posted 15 June 2022 - 07:29 PM
- Coded in a new miniboss variant;
- Worked on the manual (and fell asleep mid paragraph).
I'm really happy with how I managed to 'salvage' level 7, being one of the first maps I made for this I was fearing it would look a bit dated and a tad off in the midst of the pack but now after some simple cosmetic changes and a few fixes here and there it's earned its own distinct identity and feels completely satisfying again (which I didn't really expect it could). Looking forward to moving ahead, maybe catch a short breather first and focus on life stuff for a few days.
This post has been edited by ck3D: 15 June 2022 - 07:31 PM
#385 Posted 19 June 2022 - 01:54 AM
ck3D, on 15 June 2022 - 07:29 PM, said:
Fake news, been on this non stop this since the last post (and even started a new speed map last night during mappening on Discord),
- fixed 50+ ambient sounds I had lazily tried importing a while back and weren't working, a handful of them I realized still require some editing because they only loop so properly but in general those are going to add a lot of atmosphere to all the maps, so I'm stoked; been working on the sound aspect in general, importing and experimenting with all kinds of stuff;
- heavily beta tested level 6 before Aleks could even do it, so I'm going to send him an updated version to review instead, but at this point I think that one is essentially in its final state already, takes me about 70 minutes following the intended path, 400 monsters;
- went in on level 7, heavily edited it and implemented roughly 20 minutes of gameplay already, that one always was completely traversable anyway so it's really all about adding monsters and items, this one requires special care though since I'm reworking the design of entire sections as I go in order to retro fit some lore, but that's quick, I just need the energy and a PC that doesn't overheat every 30 minutes in the middle of this 40°c heat wave;
- cleaned up/added a shit ton of code (to my humble standards, I'm still learning but at least I'm learning);
- worked on the manual and visual assets, which made me count and realize we already are at over 30 monster variants.
Also realized a few base game bugs/quirks I wasn't aware of when testing and working on code regarding frozen boss behavior - mini Battlelords and Cycloids are programmed to thaw back to pal 21 regardless of their palette value of origin after they've been frozen, which I guess explains the obsession with pal 21 on mini Battlelords in the base game (but still doesn't really explain why not pal 3 which is indiscernible from default pal, while 21 has a few subtle differences). On the other hand, the Overlord (funnily enough technically 'boss 3' remember) is literally programmed to just never thaw out of frozen state - it will just stay there forever stuck until hit by something - now I wonder if intentional because reptilian and cold-blooded, programmer laziness but we'll call it optimization or something. Got all of them babies fixed up now, but I was really confused about the Overlord base situation, it's funny. Doesn't that one commercial screenshot of pre-1.3d feature that enemy being fought with the freezethrower as well? Unless my memory sucks that bad, then coincidence?
I still want to hold back on screenshots for a little bit because plans but here's the Cycoid Emperor to munch on, it was drawn to Earth on a quest to study and hopefully better understand the intriguingly devastating power of Suicidal Tendencies live concerts, consequently dropped the L from its name and attained enlightenment so hard he's unlocked explosive qi energy (in addition to shooting gamma rays).
This post has been edited by ck3D: 19 June 2022 - 02:24 AM
#386 Posted 19 June 2022 - 10:31 AM
ck3D, on 19 June 2022 - 01:54 AM, said:
- went in on level 7, heavily edited it and implemented roughly 20 minutes of gameplay already, that one always was completely traversable anyway so it's really all about adding monsters and items, this one requires special care though since I'm reworking the design of entire sections as I go in order to retro fit some lore, but that's quick, I just need the energy and a PC that doesn't overheat every 30 minutes in the middle of this 40°c heat wave;
You're working so fast you got it a bit mixed up here, but I already received level 7 and now you're working on level 8
#388 Posted 17 July 2022 - 10:08 PM
This post has been edited by ck3D: 17 July 2022 - 10:10 PM
#389 Posted 11 August 2022 - 11:38 AM
#390 Posted 11 August 2022 - 12:03 PM
This post has been edited by ck3D: 11 August 2022 - 12:04 PM