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KickAss Duke (Coming Soon)  "Gameplay enhancement"

User is online   MetHy 

  • 1,376

#31

This does look nice.

I've been dreaming of new enemies for DN3D for a long time. Based on the community stockpile thread, the following would be nice:

- RPG Pigcop
- Lizardmen with shields (I think they should behave differently and have the tendency to slowly walk forward the player in order to corner him)
- Pigcop riding car versions of their jets
- Scorpion pigtank
- Flamethrower Lizardmen

Any of these would easily fit well with the original game's enemies too.
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User is online   RichardStorm 

  • 147

#32

A HUGE pack of new enemies is planned as an update pack, there are so many sprite sets there, and most are from jet_nick works; every enemy you mentioned are meant to be included ofc ;)
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User is offline   Trooper Dan 

  • Duke Plus Developer
  • 1,764

#33

View PostRichardStorm, on 17 September 2016 - 04:32 AM, said:

A HUGE pack of new enemies is planned as an update pack, there are so many sprite sets there, and most are from jet_nick works; every enemy you mentioned are meant to be included ofc ;)


Hey, speaking of jet_nick, he has a TC in progress called Duke Nukem Advance that I was helping him with a bit (the coding). I don't think he has worked on it in a few years and I'm not sure if he plans to continue it, but it has a lot of enemies based on the game boy advance game of the same name, with his own edits. Anyway, I did a quick and dirty job of coding up some of the enemies in it, and if they aren't going to be used elsewhere, maybe it's time that they became available for other mods. I would need his permission first, though.

Here is a video showing 3 of the enemies: Pigcop with riot shield, cybertrooper miniboss, and spiderlord miniboss.


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User is online   MetHy 

  • 1,376

#34

Wow! These look great! I espiecally like the spider, I don't even recognize any part of what it's built off, is it a completely new design?

There is something that looks a little "off" about the Pigcop's shield but I can't put my finger on it. I think it might just be a matter of shading, it looks kinda flat, or maybe it's the sideview. I was hoping the shield would be dropped off rather than destroyed to bits too. Also is it asking too much to have certain weapons make holes inside the shield, and when shooting through that holes (assuming auto aiming is off..) it would damage the pigcop directly, meaning he could die before dropping the shield.
In terms of enemy behaviour though, maybe a few seconds isn't enough to judge, but it looks like the shield pigcop doesn't behave much differently than the regular pigcop (except from no crouching, I suppose). So in the end, the result is "just" a regular pigcop with more hp, something you could achieve just by making regular pigcops have more HP to begin with.
Would be nice if it had some different behaviour to differentiate him, like a tendency to rush forward to the player to aim better and closer, since he'd be all confident behind his shield.

Do freezer and shrinker/expander shots bounce off the shield?
Also what about if a pipebomb or rocket explodes on the side of the pigcop's back, where the shield doesn't protect him?


This post has been edited by MetHy: 17 September 2016 - 07:48 AM

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User is offline   Trooper Dan 

  • Duke Plus Developer
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#35

So like I said it was just a quick and dirty coding job. jet_nick did not provide sprites for a broken shield or a shield with holes in it, so effectively it is just a pigcop who doesn't duck, with a big shotspark actor spawning on the impact point. It turns into a regular pigcop when it has absorbed enough damage. If it's going to be imported into another project that has its own custom features (such as KickAss Duke), it's actually better to have simple 3DR style code because it makes it easier to integrate with the vars and shit used by the new project.

EDIT: The spider is unique to Duke Nukem Advance; I'm not sure about the cyber trooper. Of the 3, I like the two-headed cyber-trooper the best from a gameplay standpoint. He's a good miniboss and I made the projectiles come out of the two separate launch points.


This post has been edited by Trooper Dan: 17 September 2016 - 11:55 AM
Reason for edit: edited to remove unnecessary quote

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User is offline   HiPolyBash 

  • 289

#36

View PostTrooper Dan, on 17 September 2016 - 07:00 AM, said:

Hey, speaking of jet_nick, he has a TC in progress called Duke Nukem Advance that I was helping him with a bit (the coding). I don't think he has worked on it in a few years and I'm not sure if he plans to continue it, but it has a lot of enemies based on the game boy advance game of the same name, with his own edits. Anyway, I did a quick and dirty job of coding up some of the enemies in it, and if they aren't going to be used elsewhere, maybe it's time that they became available for other mods. I would need his permission first, though.

Here is a video showing 3 of the enemies: Pigcop with riot shield, cybertrooper miniboss, and spiderlord miniboss.



This looks great. I always enjoyed Duke Nukem Advance.

On the subject of KickAss Duke it'd be great if some guys in the community who are experienced with sprites were interested in it. Ultimate opium pipe hallucination would be something that grew to the scale of Brutal Doom. Look forward to getting my hands on this mod very much so!
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User is offline   xenoxols 

  • 144

#37

Dunno if the new weapons are set in stone, but a .44 magnum would be cool, IMO.
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User is offline   stumppy84 

  • 31

#38

View PostHiPolyBash, on 18 September 2016 - 08:58 PM, said:

Ultimate opium pipe hallucination would be something that grew to the scale of Brutal Doom. Look forward to getting my hands on this mod very much so!


I agree!! That would be awesome and needed!
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User is online   DarkEvilous 

  • 4

#39

Any progress, RichardStorm? You haven't published any news related to KickAssDuke since the end of September.
I'd just like to see your awesome mod in action (any videos or just more screenshots).
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User is online   RichardStorm 

  • 147

#40

Yo!

I did "little" progress indeed. I mean, little progress if i think three months have passed, because some businesses moved my attention for a while.

But as far as i remember after last posts, i did something indeed :
- i completed the "Brutal"engine (gore/violence ) , because i did every sprite i needed and the code has been completed, just few fixes and adjusts left;
- i completed the "alien level recognizer", for replacing pickups with alien counterparts (and which will be used mostly for usermaps);
- i completed new inventory, with huge progress in new jetpack and a nice improvement to steroids;
- i completed the 22ish weapon set, but as i said i decided to add other alien weapons to complete the "replacement" set; this caused a major delay but i'm randomly working on it.

I also said i'd have published a trailer, but i had some problem finding a video editor, so i think i'll post some tech demos and screenshots

Sadly, i think i'll not keep my promise of a release before 2017, but i hope to complete this mod soon :)

This post has been edited by RichardStorm: 08 December 2016 - 05:29 PM

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User is offline   Shawneth 

  • 72

#41

Can't wait, this looks amazing.

Formerly Oporix.
Maps I've worked on...
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User is offline   stumppy84 

  • 31

#42

Yeah can't wait here also!! Duke really needs something like this!!
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User is online   RichardStorm 

  • 147

#43

Hi Guys ! And happy new year to everybody, being this my first post of 2017 here :)

In the last month I've done some good progress in the development of this mod; weaponry is going to get finished, then i have to optimize and enrich the gore system with some new key features, and random fixes as always.

Also i found some good (and free) software for video editing and capturing, and soon i'll start to create some, let me just take some time to explore these programs, ... So be ready for some trailer and spare demos in next weeks!

As for screenshots, i always thought they can show only a little for a mod like this, as many things are very dynamic, like effects, sounds, behaviors etc... that's why video are really needed here, i know.
Anyway i think i'll please you with some one these days (starting from tomorrow), showing some of the last and cooler things i did or i'm still working on, trying to show as more as i can; this will include in-game screenshots, or to models / sprites / material in development.

Also, i plan to post this project and all its info on other sites; i'll start from ModDB, but i would know from you which other sites are tipically used for duke stuff.

See you soon !
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User is offline   stumppy84 

  • 31

#44

Awesome!! Can't wait!
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User is online   RichardStorm 

  • 147

#45

Well, sorry for the delay, i was out of my town several times, and i worked on other KADuke things before this post...
Sooo, let's talk about some features in development, i hope you'll enjoy that.


A part of the KADuke Stuff come from some kind of "necessary coherence", beacause of several reasons:

- inspiration from enemies, environment and map elements
- "bad" sprite recycling
- scrapped material/ideas

First of all, i decided to add the "alien map recognizer" and all relative stuff for taste/coherence about alien technology, as i want that all items should be obviously of non-terran nature in such maps. I was lucky that some weaponry was already done while developing DNAgain, like liztroop and enforcer weps, then i decided to complete a 10-piece set. Also keycards and inventory items will have an alien replacement, not in this releaes, though.
For sure there will be enemies (or just variants) able to use this brand new arsenal in future updates.

Moreover, i decided to switch all alien ordnance to laser-type weaponry like the liztroop blaster, to make a "race" difference between terran and aliens, so for example the enforcer and the battlelord now shoot lasers rather than bullets.

Now, another thing:
- Did you ever wondered why alien should fire the same-looking rocket as Duke RPG, and the ammo box is totally different, too ? -
Well i did, not finding a complete aswer. Curiously, no duker did something about that in 20 years... then i solved, keeping the original sprites for alien missiles and the Duke64 version for terran weapon.

At this stage KADuke features a heavier RPG than original D3d (more damage, slower fire rate, various fire modes), bringing back the beta RPG sprite and featuring a proper pickup for rockets (and just temporary monitor pictures) :

Posted Image

... while the alien counterpart is meant to be even faster and less powerful than the original... made of pieces you will surely recognize :D

Posted Image



And here are the two last alien weapons in development; the models are used for capturing and making the relative sprites.

The Sonic Resonator (hell yeah), original model by Drek and requested to him to do my improvements, resembling more the beta concept arts in my
opinion. I admit have a my own idea of texturing and colors, maybe more greenish/yellow, but i prefer to keep the well-known black body ATM.
It will replace the devastator in alien maps, so an explosive force is expected ;)

Posted Image

PS: it's getting some time to do the reloading frames, another inspiration from beta concept arts.

Posted Image


Also this original idea: the "Dark Plasma" gun, born just from one thing: the purple lava in the last level, "The queen".
I always thought that lethal material could have some potential, so i did. It will replace the freezer, opposing to the cold with powerful beams that inflicts a "melting" status:

Posted Image

That's it for today, i'll show more and more next times ;) .


.
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User is offline   X-Vector 

  • 367

#46

I know this has little to do with the content of the mod, but since the term is used in the in-game menu I recommend you to change the word "jib" to "gib".
The latter is short for "giblets", the first is a type of sail.
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User is online   RichardStorm 

  • 147

#47

Fixed, thanks ;) ... well indeed, i'm not english and i may confuse some slang with proper language sometimes... "jib" is the standard word in CON code so i assimilated it :D
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User is offline   HMNuke93 

  • 192

#48

Awesome :dukeaffirmative: Will this feature the Firefly Trooper and Incinerator from World Tour?

This post has been edited by HMNuke93: 28 January 2017 - 08:04 AM

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User is offline   stumppy84 

  • 31

#49

Really good work!! Can't wait!!
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User is offline   jet_nick 

  • 172

#50

amazing Richard, good work.

per mille balene
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User is online   RichardStorm 

  • 147

#51

Well yes, the freezer has been re-imagined into a "thermal tool", essentially a spray-based freezer/flamer. -cough-caterk-cough-
As for enemies there is no list atm, just ideas, as i said they are not meant to appear in first release; new pickups come from existant enemies or items.
Also, thank you all for your support ;)
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