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BLiGHT [Released, sorta]

User is offline   thatguy 

#31

 Ghyril, on 01 August 2012 - 04:14 PM, said:

That looks like oversized room than a sky, can you fix that?


It is a skyBOX. No? ;)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#32

But there is a distortion on it because it is just a flat image...
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User is offline   CruX 

#33

 Ghyril, on 01 August 2012 - 04:14 PM, said:

As a suggestion maybe can add a double barrel shotgun by anychance?

I'm pretty much satisfied with the weapons so there's no plan to add anymore ATM, but even if I changed my mind, I probably wouldn't bother with a double-barrel. I want to keep the types and functions of weapons as varied as possible, and right now I've got the shotgun and the grenade launcher, which are both pretty similar in type/operation. If anything were to be added, it'd probably be another automatic weapon, or something that could be used over long distances, e.g a railgun.

 Ghyril, on 01 August 2012 - 04:14 PM, said:

That looks like oversized room than a sky, can you fix that?

Looks like I might just have to change it out entirely. Guess it wasn't as good looking as I thought. Oh well. That's what development threads are for, after all.
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User is offline   L2theKING 

#34

FUCKING AWESOME!
When do you expect to releace a little something for us to play with?

Do you need any help ?
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User is offline   CruX 

#35

 L2theKING, on 02 August 2012 - 02:36 PM, said:

FUCKING AWESOME!
When do you expect to releace a little something for us to play with?
Do you need any help ?


A release within three months hopefully ;) As far as help goes, all I can say I need right now is an extra hand with mapping, but since I don't even know what I'm aiming for in terms of quality control, it'll probably be just me working on this.

In other news, here's the newest (and likely last) enemy;



OP's edited to include it. Screens;

Spoiler

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User is offline   Ghyril 

#36

 EmericaSkater, on 03 August 2012 - 01:38 AM, said:

In other news, here's the newest (and likely last) enemy;


I think there are more enemies that you might not be showing us like the bosses for example?
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#37

 EmericaSkater, on 02 August 2012 - 01:29 AM, said:

Looks like I might just have to change it out entirely. Guess it wasn't as good looking as I thought. Oh well. That's what development threads are for, after all.

Yup, a skybox shouldn't reveal any joints between faces. Also you might want to use Ken's MERC2KUB converter to generate skyboxes from Mercator-projected images. (http://www.advsys.ne...n/kube/kube.htm)

 EmericaSkater, on 03 August 2012 - 01:38 AM, said:

In other news, here's the newest (and likely last) enemy;

That's cool one. Redrawn Protector Drone, I guess? I assume that you are working on the artwork as well.
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User is offline   zykov eddy 

#38

Looks good so far. Just wondering, are you planning to make a standalone version of this? I think it would be cool to release this as an indie game
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#39

Hmm, something about it still looks too much like the Protector Drone for my taste. Maybe it could have a different color, or not jump at the player like that either. Other than that it is still enjoyable.

This post has been edited by Fox: 03 August 2012 - 02:39 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#40

 Fox, on 03 August 2012 - 02:39 AM, said:

Hmm, something about it still looks too much like the Protector Drone for my taste. Maybe it could have a different color, or not jump at the player like that either. Other than that it is still enjoyable.
Maybe add some pointy ears à la Max Schreck.
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User is offline   L2theKING 

#41

 EmericaSkater, on 03 August 2012 - 01:38 AM, said:

As far as help goes, all I can say I need right now is an extra hand with mapping, but since I don't even know what I'm aiming for in terms of quality control, it'll probably be just me working on this.


I understand that you want to keep the creative controll over your creation and I respect that!...
That said, I don't want to brag or anything but i'm a game developer! An Enviroment Artist actually! I'm working for Beenox we r making Spider-Man games... mostly! You may think that since I'm in this modern polygons era I don't know shit about oldschool Raycasting 3D Engines such as Build/eDuke32... But you'd be wrong! I started making mods and environments on the Ken Sylverman's Build Editor like 15 years ago! So I'd be verry honored to help you by making some maps for BLiGHT!

This post has been edited by L2theKING: 03 August 2012 - 06:01 AM

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#42

 EmericaSkater, on 03 August 2012 - 01:38 AM, said:

A release within three months hopefully ;) As far as help goes, all I can say I need right now is an extra hand with mapping, but since I don't even know what I'm aiming for in terms of quality control, it'll probably be just me working on this.

In other news, here's the newest (and likely last) enemy;



OP's edited to include it. Screens;

Spoiler




I'd re-color him and make him look less like the Duke 3D enemy. Just an idea, maybe they have the ability to feign death and you either have to wait for them to get back up or you have to blow up their bodies or set them on fire like in The Thing.
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User is offline   CruX 

#43

 Ghyril, on 03 August 2012 - 01:42 AM, said:

I think there are more enemies that you might not be showing us like the bosses for example?

Hate to disappoint, but I really can't say there's a plan to have any bosses for the first release.

 zykov eddy, on 03 August 2012 - 02:12 AM, said:

Looks good so far. Just wondering, are you planning to make a standalone version of this? I think it would be cool to release this as an indie game

It's standalone already ;)

 Fox, on 03 August 2012 - 02:39 AM, said:

Hmm, something about it still looks too much like the Protector Drone for my taste. Maybe it could have a different color, or not jump at the player like that either. Other than that it is still enjoyable.


I had a feeling the similarity would be an issue, so I think this is a good time to reinforce (or maybe establish) the fact that I'm no pro when it comes to art edits. I can frankenstein some sprites, shove a few pixels around and generally make it look passable, but there's still a lot of stuff that's totally out of my caliber, and this enemy wound up being a good example of that. When I threw together the first concept frame, I did edit out the tail and those weird growths on the shoulders to make it a bit less blatant, but I quickly found out that doing that for every frame involved tearing out huge chunks of the sprite that I just couldn't fill in. I also considered a recolor as I was finishing the last few frames of the edit, thinking a paler, more "ghoulish" look would suit him, but it just came out all metallic and weird looking. I really can't say I'm inclined to change his AI either since he fills in the last bit of the enemy "variety" that I felt the project was missing, i.e, a quick, predominately straight-slugger that can jump around. In closing, if someone is more artistically gifted than I am and thinks they can take a crack at making it look less like the Protector Drone, let me know and I'll send you the artwork I've already done for it. I don't want to give off the idea that I'm opposed to it (I'm not), I'm just saying that it's out of my reach personally.
1

User is offline   Loke 

#44

 EmericaSkater, on 03 August 2012 - 11:51 AM, said:

It's standalone already ;)


Will you bother with a ModDB page? If so you'd get a bit more exposure.
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User is offline   Jimmy 

  • Let's go Brandon!

#45

I can't guarantee anything but I might be able to work up something for the PD for ya. (And maybe some other small art stuff if ya could really need it. I'm kinda lazy, but I know there aren't many 8 bit artists around, so I try to do my part.)
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User is offline   CruX 

#46

Just a random screen of the first level, along with a new enemy. Check the OP if you want to read more about it.

Spoiler

I think I have a tendency to go a bit overboard with my background scenery, because absolutely none of the area pictured can be explored ;)
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User is offline   shmargin 

#47

 EmericaSkater, on 22 August 2012 - 09:01 AM, said:

Just a random screen of the first level, along with a new enemy. Check the OP if you want to read more about it.

Spoiler

I think I have a tendency to go a bit overboard with my background scenery, because absolutely none of the area pictured can be explored ;)


Nah, backgrounds like that, even if you cant explore them add a ton of depth to a level in my opinion. I read a great book on game design and that was one thing I took away from it as far as level design goes. Give the player a look into the world around the level they are in, and it helps the game feel bigger, even if it isn't.

Looks great, cant wait to play this!
2

#48

It's a must to add depth to background areas that you can't go to, but see. But adding depth to an area that you can only see with hacks is unnecessary. I hope that wasn't what you meant shmargin ;)
1

User is offline   Micky C 

  • Honored Donor

#49

 rasmus thorup, on 26 August 2012 - 02:50 AM, said:

It's a must to add depth to background areas that you can't go to, but see. But adding depth to an area that you can only see with hacks is unnecessary. I hope that wasn't what you meant shmargin ;)


That's not what he was saying at all...

As for the picture itself, it looks just a touch empty at the back of that area. Maybe it's supposed to be a road, but I can't quite make out what's back there.
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User is offline   CruX 

#50

 shmargin, on 26 August 2012 - 02:09 AM, said:

Looks great, cant wait to play this!

Thanks ;)

 Micky C, on 26 August 2012 - 03:04 AM, said:

As for the picture itself, it looks just a touch empty at the back of that area. Maybe it's supposed to be a road, but I can't quite make out what's back there.

Yeah, some more stuff's been added to that sector since then. When I originally built it, I didn't think there'd be any point in having extra detail, because the drawing distance would darken most of it out. Totally forgot that when you shoot a gun, visibility is completely cleared. Oops.

*EDIT* Totally missed this;

 Loke, on 03 August 2012 - 11:59 AM, said:

Will you bother with a ModDB page? If so you'd get a bit more exposure.

I'll probably make a ModDB once I feel I'm closer to a release. The way it's looking right now, it's going to be released on a map-by-map basis. School's starting back up in a few days, and I'm not sure how abundant my free time will be after that point, though it won't put anything on hiatus.

This post has been edited by EmericaSkater: 26 August 2012 - 04:19 AM

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User is offline   Micky C 

  • Honored Donor

#51

I went back and played Crackdown again (I got stuck and never finished it the first time), and it's not quite as hard as I remember, and I was able to finish it. If BLiGHT is anywhere near as good as Crackdown I can't wait for it.

I understand exactly what you mean with school taking up time though, I've have basically 0 time for mapping these days Posted Image
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User is offline   OpenMaw 

  • Judge Mental

#52

 EmericaSkater, on 26 August 2012 - 04:16 AM, said:

Thanks ;)


Yeah, some more stuff's been added to that sector since then. When I originally built it, I didn't think there'd be any point in having extra detail, because the drawing distance would darken most of it out. Totally forgot that when you shoot a gun, visibility is completely cleared. Oops.

*EDIT* Totally missed this;

I'll probably make a ModDB once I feel I'm closer to a release. The way it's looking right now, it's going to be released on a map-by-map basis. School's starting back up in a few days, and I'm not sure how abundant my free time will be after that point, though it won't put anything on hiatus.


This seems to be a cliche for mod makers, man.

"I'm on the verge of some incredibly awesomeness you guys!"

*School pops up with a trollface* "LOLOLOLOLOL!"

"Fuck!"
3

User is offline   CruX 

#53

oh hai, ima just park my bus here
Posted Image

I've got sort of a love-hate relationship with TROR, but its rooms like this that help bolster my appreciation for it, as that carved chunk of the ceiling is an extended area, which saved me the hassle of having to finagle with the details on the floor (the bus, statue, etc.) I could've done it without TROR, but this simplified things a lot.

 Commando Nukem, on 28 August 2012 - 11:12 PM, said:

This seems to be a cliche for mod makers, man.


I'm doing okay so far ;)
10

User is offline   Jinroh 

#54

Haha that latest shot looks great. I like the detailing and the overal shape of the room. Very cool, random buses are always fun too. ;)

Is that a statue of Saint Aloysius?
3

User is offline   t800 

#55

Awesome looking mod! I am following this mod from its very beginning from "What are you working on" topic. Intial shots reminded me of Doom but this new art direction oozes with atmosphere of Future Shock. (And I think that you borrowed bus texture from it, right? ;) ) I am glad that you changed your opinion about direction of this mod, we already have a lot of doom-styled mods but sadly there are not so many post-apocalyptic themed ones.
I have one question about HUD that I dont understand and cant quite figure out - What is that long bar with green, yellow and red segments on right side of screen for? Is it meter for radiation?
1

User is offline   Daedolon 

  • Ancient Blood God

#56

 Jinroh, on 31 August 2012 - 09:18 AM, said:

Is that a statue of Saint Aloysius?


It's one of the nobility sprites from Daggerfall.
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User is offline   Jinroh 

#57

 Daedolon, on 31 August 2012 - 01:26 PM, said:

It's one of the nobility sprites from Daggerfall.


Ah ok. xD I've not played Daggerfall in a long, long time. Just looks very similar to some of the statues I saw around my old university long ago.
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User is offline   Gambini 

#58

Looks awesome Emerikaskater. Your mod seems to get better with every shot.

Only one complaint: Why´s that offset between where the gun points and where the crossair is? it´s because the bobbing?
1

User is offline   CruX 

#59

 t800, on 31 August 2012 - 11:07 AM, said:

Awesome looking mod! I am following this mod from its very beginning from "What are you working on" topic. Intial shots reminded me of Doom but this new art direction oozes with atmosphere of Future Shock. (And I think that you borrowed bus texture from it, right? ;) ) I am glad that you changed your opinion about direction of this mod, we already have a lot of doom-styled mods but sadly there are not so many post-apocalyptic themed ones.
I have one question about HUD that I dont understand and cant quite figure out - What is that long bar with green, yellow and red segments on right side of screen for? Is it meter for radiation?

Yeah, Futureshock's been a pretty big inspiration for this project in terms of level design, general aesthetic, etc. I can't say I'm going for an out-and-out Futureshock feel, but it did the post-apocalyptic thing pretty well IMO, so use of some of the game's textures and sprites seemed like a good idea. Also, that colorful bar on the right is the player's fatigue. Running for x amount of time will reduce the bar and if it's completely depleted, the player gets 'winded', i.e you'll go uber-slow for about half a minute. It's a way to sort of discourage running unless you have to. I wanted BLiGHT to sort of play fast-paced, but not blindingly so, like it occasionally would in DN3D.

 Gambini, on 31 August 2012 - 03:42 PM, said:

Looks awesome Emerikaskater. Your mod seems to get better with every shot.

Only one complaint: Why´s that offset between where the gun points and where the crossair is? it´s because the bobbing?

It's just an effect of the weaponsway. When the player turns or strafes, the hud weapon will sort of lag behind. It uses the code from CraigFatman's hudcoordfix, but eschews the y-axis movement. For the record, it's one of two pieces of code that I didn't write myself.
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User is offline   Gambini 

#60

And would not be better if the crossair follows it? or at least it´s enlarged while this is happening? I know that sounds tricky but I´m more of or everything or nothing at all.

This post has been edited by Gambini: 01 September 2012 - 03:15 PM

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