Ion Fury "formerly Ion Maiden, launching August 15!"
#211 Posted 01 December 2016 - 09:17 AM
I assume that you plan on having new weapon/powerup effects and monster behaviours. I wonder what those could be.
Also, will there be NPC allies? What about the possibility of non-linear level progression, maybe even alternate endings?
#212 Posted 01 December 2016 - 12:44 PM
#213 Posted 02 December 2016 - 07:41 AM
If the old infos are still correct that demo should be out soon.
This post has been edited by MetHy: 02 December 2016 - 07:42 AM
#215 Posted 03 December 2016 - 05:34 PM
Really, really, really impressive looking
That single shot shot is also more impressive than all these other games trying to be a retro shooter.
This post has been edited by HulkNukem: 03 December 2016 - 05:39 PM
#216 Posted 03 December 2016 - 05:45 PM
Looks like there'll be a lot of level variety in terms of aesthetics/types of locations.
Are there any "retro FPS" games made recently that actually take place in locations that are meant to have purpose to them, or are they mostly abstract?
#218 Posted 03 December 2016 - 05:50 PM
Micky C, on 03 December 2016 - 05:45 PM, said:
Space Trucker
Otherwise, they are just procedurally generated messes of 32x32 textures
This post has been edited by HulkNukem: 03 December 2016 - 05:50 PM
#220 Posted 03 December 2016 - 06:21 PM
This post has been edited by HiPolyBash: 03 December 2016 - 06:21 PM
#221 Posted 03 December 2016 - 06:28 PM
HiPolyBash, on 03 December 2016 - 06:21 PM, said:
Yes, yes, and yes.
#223 Posted 03 December 2016 - 06:50 PM
On the topic of press I've said it before and I will repeat it now. Whoever is doing the press for 3D Realms/Interceptor is doing a shit job. I've seen nothing about Bombshell or Rad Rodgers anywhere. Rise of the Triad was covered everywhere and had promotions everywhere. It's a shame because Rad Rodgers is awesome and this prequel looks fantastic too which seems to indicate a change of pace and a higher care for quality from Interceptor and 3DR, though the FPS is more the product of Voidpoint it'd be great if this was a sign of things to come. I wish Gearbox and Pitchford would listen to criticism like Interceptor does..they seem to really be trying judging from Rad Rodgers.
#224 Posted 03 December 2016 - 06:55 PM
#226 Posted 03 December 2016 - 07:04 PM
#227 Posted 04 December 2016 - 02:00 AM
I'm picturing the room to be using flickering lights to go with the fire which would heighten its cozy feeling. If the texture that goes all around the room near the ceiling is lights, and if it prevails the fire and the window, it might give the entire room a boring homogeneous lighting. Then again, 3 different light sources in a single room sounds like a little too much to handle so maybe that trimming texture isn't supposed to emit light, I'm not sure.
The grenade launcher is great! And now I'm excited to play with this thing, the grenade launcher was the most fun weapon to use in DN64 and Shadow Warrior. I hope there are several grenade types, or that weapons have several firing modes in general, it only seem logical after SW and Blood. Blood was the best in regards to weapon balancing and situational weapon use.
Speaking of that, wouldn't it get a little redundant to have a grenade launcher AND hand bombs ? Unless those hand bombs work like a mix between sticky bombs and pipebombs, I can't picture them being useful after acquiring the grenade launcher.
HulkNukem, on 03 December 2016 - 05:34 PM, said:
Also the stretched texture on the wall on the right, under the small bathroom window. The portrait looks a little off as well, looks like it's not a sprite and it's a wall texture, so we get see a bit of frame repeating around the slopes, and honestly the wooden texture on the ground on the lower right of the screenshot looks weird to me, like it's underdetailed compared to the other textures or something, or maybe it's just the way it repeats which make it seem like it's misaligned at first glance.
But again, like all the other screenshots, I doubt this is considered "finished", and the texture work is great overall here.
This post has been edited by MetHy: 04 December 2016 - 02:13 AM
#228 Posted 04 December 2016 - 03:53 AM
The bowling bombs definitely have some unique characteristics that make them worth using, no matter what other explosive weapons you may find.
#229 Posted 04 December 2016 - 04:52 AM
That room looks like it could be hiding a secret by using the piano or pulling a book off a shelf!
#230 Posted 04 December 2016 - 05:54 AM
#231 Posted 04 December 2016 - 10:06 AM
#232 Posted 04 December 2016 - 12:20 PM
Hendricks266, on 04 December 2016 - 10:06 AM, said:
That ain't the one I'm talking about booboo
This post has been edited by HulkNukem: 04 December 2016 - 12:47 PM
#233 Posted 04 December 2016 - 12:40 PM
Is that weapon is a SW type grenade launcher?
#234 Posted 04 December 2016 - 02:41 PM
#235 Posted 04 December 2016 - 11:47 PM
TerminX, on 04 December 2016 - 02:41 PM, said:
Sounds interesting. I also love the art for the weapon. Look totally commercial in quality.
#236 Posted 05 December 2016 - 12:07 AM
Nancsi, on 04 December 2016 - 11:47 PM, said:
Well, it's a commercial product and I'm not interested in selling anything less than an exceptional title. Cage is easily one of the most talented pixel artists around. It shows in his work!
#237 Posted 05 December 2016 - 02:07 AM
#238 Posted 06 December 2016 - 04:17 AM
MetHy, on 05 December 2016 - 02:07 AM, said:
I think it would be awesome if the demo actually consisted of unique levels separate to the registered product, Rise of the Triad style. I don't suppose that would be too much to ask of the developers, considering all the mapping talent on board of the team?
#239 Posted 06 December 2016 - 12:09 PM
MrFlibble, on 06 December 2016 - 04:17 AM, said:
The demo is more like Half-Life: Uplink, but yeah, the content is more or less unique from the full version. At the very least it's assembled completely differently.
#240 Posted 06 December 2016 - 04:08 PM
That's what Monolith did with the Fear and Condemned demos