t800, on 22 November 2015 - 08:33 AM, said:
This looks very promising, Trooper Dan. Concept of total conversions is almost dead nowadays (of course, not forgetting greats like AMC TC and WGR2
) and surely another big Star Wars craze is upon us, so why not.
I remember a time when 2D gaming was almost dead, and nowadays there is a glut of retro-styled 2D games that look even shittier than the ones popular when I was a teenager. The point being we shouldn't worry about a style of game being "almost dead". It's never to late to make a comeback. The main obstacle to getting people to play this will not be that it is old-fashioned. The obstacle will be distribution. But I don't care -- it's going to be awesome and I want to play it myself.
t800, on 22 November 2015 - 08:33 AM, said:
- Will this require polymer renderer enabled? (Geussing from those videos with dynamic lights.)
No, no, no, with a big side of nope. it will run perfectly fine using Polymost as well. The polymer lights are just extra candy.
t800, on 22 November 2015 - 08:33 AM, said:
- Will it also utilize 3D models (maybe for vehicle props like TIE Fighters and AT-STs?) and/or hi-res textures or are you aiming for "classic 8-bit" look only? (Or maybe some voxels?) Note that original Dark Forces did use some 3D models (like Death Star plans holoprojection, player's spaceship Moldy Crow, mouse droids, etc.)
It already uses a model for the laser bolts, so yes, some models will be used. However, the graphical style will be consistent. Any models in the game need to look like they belong. We cannot use voxels, though (even though they might look awesome) because I want to maintain compatibility with Polymer, and voxels do not work in Polymer. And yes, I know that Dark Forces used some models and I'm totally fine with that. I would also be happy to have HD skyboxes. However, consistency is important. I don't want to have a bunch of textures or enemies that are at a different resolution from the rest of the game, or some types of stormtroopers randomly being models, or anything shitty like that. There could be an HD pack some day that converts everything to models and hi-res, but that would be years down the road and will probably never happen.
t800, on 22 November 2015 - 08:33 AM, said:
- Gameplay mechanics will be closer to classic 90s FPSes, or more akin to modern style?
Closer to classic 90s. I'm not a big fan of regenerating health, universal ammo, and infinitely respawning enemies, to name a few things. A lot of modern FPS features are aimed at making games more accessible (i.e. idiot proof), and online multiplayer friendly. But those aren't big concerns for me: The intended audience doesn't need to have their hands held, and this is a singleplayer game. A few other points: I don't want this to be a game where you run around back and forth in a level looking for a keycard or button to open a door somewhere...that's one thing about the 90's that can stay in the past. Also, while I personally enjoy games where you can level up and have a skill tree etc., I think that has been way overdone in modern years. There may be some minor, earnable perks as in Wolfenstein New Order, but this won't be Borderlands or Destiny or anything like that.
t800, on 22 November 2015 - 08:33 AM, said:
- Are you open to using some GFX rips from Jedi Knight 1? (I think some of its textures could match style after bit touch-ups) Or are you adhering only to Dark Forces resources?
- I presume this will be standalone project (not requiring DUKE3D.GRP file) such as AMC TC and WGR 2 are, right? (This would surely help spread it more around Star Wars community.)
The models in Jedi Knight 1 look horrible, but I suppose some of the textures could work. As for distribution...that's a delicate subject. I'm not ready to talk about that and honestly I haven't thought about it very much.
t800, on 22 November 2015 - 08:33 AM, said:
So far I like direction you are taking, but I would suggest to make laser trails more noticeable (like more brighter and "glow-ier") and longer.
Also is this final decision to have them so fast? I dont know, if it is just me, but I feel like in other games and films they seem slower. But I understand it would slow down gameplay and I dont know for what kind of gameplay you are aiming for. (Dynamics closer to original Dark Forces, Duke 3D or something different?)
And I am honestly not fan of that Bryar pistol edit. Do you intend to make it glowing?
The lasers are a work in progress. I need to get a better model and different variations on the model. By the way, they are more visible in-game than they are in the videos. The pistol edit doesn't look quite right in the videos I posted because it was converted to Duke palette (I fixed that last night). Yes it glows, but don't think of it as the Bryar pistol lol.
t800, on 22 November 2015 - 08:33 AM, said:
I have also few sprites propositions that maybe you could find interesting:
Thanks, but I already have all that stuff and I have been using those resources. But I have limited time to code things into the game, so it will be a while before all the enemies and weapons are in.