Blast Radius WIP/discussion thread "while it's brewing"
#451 Posted 15 January 2023 - 05:25 AM
- right after I sent you the link, I started a full playthrough on my own. It's been two days and I just beat the fourth level (best of luck with that one, by the way). On my own playthrough I'm picking up on stuff I'm about to address. Worst offender brought up by others so far has been the confusing navigation (mostly red key-related) in level 2 I already had my eyes on simplifying, and I also just ran into a skip of the whole of the last section of level 4 that actually is kind of cool but as of currently looks ugly. I'm also aware of the broken behavior of some of the Organtics in that map, and of at least a couple of minibosses that only seem to react to the player at a weird range and so I'll be turning into respawns.
- probably before anyone gets there, I'll be revamping some of the end game stuff, mostly level 10 onwards. As of now level 10 is a bit spammy, and the finale has a certain number of softlocks I've found (hard ones where you physically get stuck in place; not logical ones). Some of the enemies in level 11 also need better 'spacing' (you'll know what I mean there soon enough), etc. So I might send people an update of those levels with a sum of tiny changes at some point (but won't submit changes to the .cons so that everyone's save files remain safe). Obviously in their current state they're still playable and traversable, they just hadn't been scrutinized as hard as the early game stuff till recently. Another one of the custom enemies that pops up around that time might occasionally do funny stuff, too (I actually hope it does and someone catches the cancan gliding).
I'm also very happy Danukem just agreed to help review some specifics regarding a few bits of the enemy code and smoothen out some of the detail when he can find the time. I will be sending him all he needs to conveniently look into what needs be shortly. I'm sure it won't be much work (especially to him), but is reassuringly crucial to me and I'm thankful for his generous concern for quality in general when it comes to this community's output.
This post has been edited by ck3D: 15 January 2023 - 05:33 AM
#452 Posted 15 January 2023 - 11:03 AM
This post has been edited by The Watchtower: 15 January 2023 - 11:04 AM
#453 Posted 17 January 2023 - 05:33 AM
- map 3 has one instance of window fencing somewhere that probably should be unblocked to allow for one alternate fighting angle, you'll probably know it when you see it;
- map 4 I'm probably going to remake a lot of the starting area (just those few coordinates though), not a big fan of the look and also its functions it turns out, works as it is in the build I've sent and everything, just I'm aware this part can be improved. New custom enemy the level introduces also gets picked up wrong with autoaim which in an issue I've known for a while and needs solving; that enemy mostly is meant to be fought with pipebombs anyway, but still getting in the way of the player's decision making in an artificial manner like this shouldn't be an option. A (rare) couple of the variants also struggle with their own projectiles in their current state and shoot themselves if the player is too close - also needs to be ironed out in final, and I'm aware, just warning y'all in case I didn't;
- found a silent teleporter in map 6 that seems broken one way (going down works but jetpacking up will get you stuck on a negative sector loop), I'll obviously be fixing that one and am merely just stating to say, there are other ways back out of that area and so that specific teleporter breaking doesn't trap you in place (just don't save whilst stuck in the loop if that happens);
- map 7 has one large sized boss somewhere (not game-ending) that's really supposed to be a different, mini version, but funnily enough since it's mostly stuck behind an obstacle and meant as a sort of wall anyway the mistake doesn't seem to alter gameplay much. That guy will still be replaced in the final product, though. Map also has one particular Pigcop spawn (the two third of the way to the first key) the trigger of which is a bit mean and needs moving. One hand switch just prior to that bit also is really hard to spot because of blue lights flashing; needs to be made more obvious, or removed and replaced by touchplate.
Obviously I keep picking up on a lot more, but those are some of the most protruding gameplay mishaps past map 2 I can already announce I'm aware of (should go without saying I also don't mind 'redundant' impressions/feedback/reports regardless, always great for perspective). Thank you again for your time.
This post has been edited by ck3D: 17 January 2023 - 06:59 AM
#454 Posted 17 January 2023 - 09:12 AM
ck3D, on 17 January 2023 - 05:33 AM, said:
To be honest, now I've felt it's more convenient to use pistol (or shotgun from up close) on them, unless there's more than one - faster this way. Also you're probably aware of that, but they also tend to "burrow" underground for some reason, which can be quite annoying, especially with the one making octabrain attacks, as you keep hearing their noises (but seems they can still be killed with pipebombs like this).
#455 Posted 17 January 2023 - 10:18 AM
For this test run I'm also using a particular Eduke build (r9257, more recent than most I've been using so far, but still fairly old - need to update for the next run) where one of the new projectiles in particular acts in a way it's not supposed to, as in, for some reason it never despawns (or takes ages to do so, and sometimes gets stuck). I'm pretty sure this doesn't happen in current builds, though (according to Aleks), but if you see that then it's not normal (albeit not actually game breaking, sometimes the results actually get pretty fun too) and you should let me know which exact Eduke build you're using please. Thanks!
This post has been edited by ck3D: 17 January 2023 - 01:39 PM
#456 Posted 19 January 2023 - 01:31 PM
#457 Posted 22 January 2023 - 01:51 AM
It needs a lot of fix, but at the same time, holy fuckin' shit, is this for real?
#458 Posted 26 January 2023 - 08:32 AM
- I realized a bit late, but it's in fact missing a few of the new sounds (and even more now that I've added last minute newer ones). Shouldn't affect gameplay, but you'll be missing out on some of the atmosphere albeit mostly in the very last few maps. (I can't help but kick myself in the ass over this as for the whole time working on this project I was taking personal pride in keeping my folders clean, but I guess I did slip once)
- level 12 really is a bit broken, in part by the redundant lock/forcefield I've mentioned earlier but also due to an impossible shrunk segment (Duke will always grow back too early) that I've actually very easily fixed before by just moving a trigger then I guess just overrode the change in an update. Both 'impossible' moments are close to back to back later in the level, and so the resulting impression is the one of a level that starts out strong, but then fizzles out. So I'm aware the whole second half of that one needs extra love in this or that part; feedback should be interesting.
Since most testers are around the middle of the episode for now, I'll be mostly focusing on finishing cleaning up the early levels where still needs be, and then the end game stuff wherever I know for certain there are flaws. The middle of the episode I'm under the impression is the part I've tested the most and so I'm perhaps naively confident that while the levels do have their little issues and needed patches here and there, reworking them shouldn't be anything major.
Thanks again for your time, everyone so far has been of fantastic help.
This post has been edited by ck3D: 26 January 2023 - 08:48 AM
#459 Posted 30 January 2023 - 08:51 PM
This post has been edited by ck3D: 30 January 2023 - 09:02 PM
#460 Posted 06 February 2023 - 10:05 PM
This post has been edited by ck3D: 06 February 2023 - 10:07 PM
#461 Posted 06 February 2023 - 11:50 PM
#462 Posted 07 February 2023 - 10:29 AM
Map 4 is an absolute behemoth indeed, but the scale of the entire project is beyond epic. Not going to spoil anything yet though, you'll soon see for yourself
#463 Posted 08 February 2023 - 10:33 AM
#464 Posted 08 February 2023 - 11:25 AM
I'm wondering if someone else besides me has reached the two last levels and what the other testers think about them. To be honest, I'd say you're a bit too harsh on yourself here about the level 12, I personally loved it, was definitely one of my top 5 favourites, but of course required some changes. It's absolutely massive and very original.
Hell, to spice up the hype a bit, I'll write my top 5 levels of Blast Radius (or at least the most recent beta that I've played), in a way that will probably be only understandable to the other testers, so that others do wonder:
- Map 6
- Map 4
- Map 9
- Map 12
- Map 3
#465 Posted 08 February 2023 - 02:47 PM
This post has been edited by The Watchtower: 08 February 2023 - 02:48 PM
#466 Posted 08 February 2023 - 02:55 PM
The Watchtower, on 08 February 2023 - 02:47 PM, said:
Hah that's interesting, since I found Map 10 to be the weakest (although only played an early beta, so probably a lot of problems were solved since), also Map 7 is the one I probably had the most issues with. Kinda funny that we have the same maps on exactly the opposite ends of the spectrum, but this also shows how diverse this episode is and that probably everyone will love a different aspect of it.
Agree on the secret level also being oen of the best maps though, it has quite a unique take on the gameplay, which immediately becomes very intuitional and fun though.
#467 Posted 09 February 2023 - 12:48 AM
Aleks, on 08 February 2023 - 02:55 PM, said:
Agree on the secret level also being oen of the best maps though, it has quite a unique take on the gameplay, which immediately becomes very intuitional and fun though.
I think I rated the levels by their general impression on me, how well they look, how original they are etc. Playability is a bit different, Aymeric can fix those easily. But to each his own I guess.
#468 Posted 09 February 2023 - 02:59 AM
ck3D, on 06 February 2023 - 10:05 PM, said:
Thank you for your hard work on this! I've been keeping updated on blast radius and looks amazing! Can't wait to play it!
I enjoyed playing many of your maps in the past back when i started playing Duke again such as DNF: BTTG, happy hangover, anarchy trilogy and anorak city.
When I first played anorak city years ago i recognized the music was from the tv show miami vice and DNF: BTTG's music from perfect dark. The atmosphere of those maps fitted really well with the music too imo. I always found it cool in happy hangover when reaching the bar when Duke gets drunk while fighting off a horde of aliens.
This post has been edited by Nukem1994x: 09 February 2023 - 03:24 AM
#469 Posted 10 February 2023 - 12:04 AM
#470 Posted 10 February 2023 - 01:50 AM
#471 Posted 11 February 2023 - 08:32 AM
This post has been edited by Dukenukem3d45: 11 February 2023 - 08:32 AM
#472 Posted 12 February 2023 - 03:21 PM
Dukenukem3d45, on 11 February 2023 - 08:32 AM, said:
I'm neck deep into wrapping it all up but your message is just too cool to ignore in between DM's to testers, I really appreciate it. From the sounds of your favorites in my work and your play style and aspirations, I really think Blast Radius will be a piece for you; gameplay and vibe sounds like it would be right up your alley and maybe even hanging there for twenty plus hours. I think you'll love it. Happy about the Anarchy City X mention too, that always was one of my favorite releases as well. Definitely expect frantic pacing and action.
Game files are ready and I'm finalizing the manual today, might go up in a few hours. Always bet on Duke!
#473 Posted 12 February 2023 - 06:12 PM
#475 Posted 12 February 2023 - 08:20 PM
#477 Posted 12 February 2023 - 09:12 PM
EDIT Looks like none of the gameplay recorded. soryz. :s
This post has been edited by William Gee: 12 February 2023 - 10:10 PM