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WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#1 Posted 17 May 2009 - 03:11 PM
It is a first person shooter with 8-bit graphics. It has some original art, but most is ripped from various old games. The gameplay is very old school, but with some original twists. The level design is elegant and action packed, with emphasis on nature and medieval themes.
This video linked below shows miscellaneous stuff -- locations, monsters, weapons and some effects. There's lots of stuff that isn't shown at all. Everything you see should be considered WIP. Graphics may be replaced, locations transformed, etc. Many of the monsters in the video were just spawned on the spot for demo purposes. The game is about 30% finished as of May 2009.
A lot of TCs die, but I'm not worried about this one because it's so fun to work on. In this project we are sticking with the things the game engine and scripting system does best. We aren't trying to push the engine to the limits and make a modern game -- and I think that's what makes it so fun. We can just concentrate on making a game that is totally kick ass and fun as hell.
Teaser video:
http://www.youtube.c...h?v=uDW6FdF_So4
Also check out WG's ModDB page:
http://www.moddb.com/mods/wgrealms-2
More media coming soon.
This post has been edited by DeeperThought: 17 May 2009 - 03:12 PM
#3 Posted 17 May 2009 - 04:19 PM
As a tip however, I would suggest varying the explosion sounds alot more. Hearing the same Quake I explosion over and over again grows tiresome very quickly!
This post has been edited by Rusty Nails: 17 May 2009 - 04:20 PM
#4 Posted 17 May 2009 - 04:25 PM
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#6 Posted 17 May 2009 - 05:02 PM
Rusty Nails, on May 17 2009, 05:19 PM, said:
As a tip however, I would suggest varying the explosion sounds alot more. Hearing the same Quake I explosion over and over again grows tiresome very quickly!
Don't worry, there will be at least five different explosion sounds.
I want there to be a different boss fight at the end of each level, with a uber boss at the very end of course.
This game has some Doom and Duke style play, but when it comes to boss fights and AI in general I part company with the old school American shooters. My inspiration is more from the Japanese. I remember those old games on my Japanese consoles where the bosses had multiple attacks and the battles were epic.
This post has been edited by DeeperThought: 17 May 2009 - 05:05 PM
#7 Posted 17 May 2009 - 06:11 PM
I love the pipebomb pebble weapon.
#8 Posted 17 May 2009 - 07:11 PM
We already have more enemies than I was originally planning to have.
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#9 Posted 17 May 2009 - 10:16 PM
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I think I will love this mod.
Can I request something?
In Nuclear Showdown mod when you shoot with the shotgun you can rip off the head of the enemy. It would be cool to add also this.
Many many thanks for this mod
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This post has been edited by supergoofy: 17 May 2009 - 10:27 PM
#10 Posted 17 May 2009 - 10:55 PM
#11 Posted 17 May 2009 - 11:09 PM
I'm not ruling it out, but it's certainly not a high priority at the moment.
#12 Posted 17 May 2009 - 11:38 PM
#13 Posted 17 May 2009 - 11:48 PM
Yatta, on May 17 2009, 06:11 PM, said:
So did I, and I normally don't finish watching teasers that last more than 2 minutes. This is really quality excellence. The boss is also very badass, and isn't your typical "shoot till he dies" run-of-the-mill boss, so applause for that. I think he should be bigger though, but then that's just my personal preference
Above all, I really like how so many resources are being reused in the mod - Doom and Hexen sprites more specifically - but it all fits in well enough to not feel like a rip off.
1 question: will there be Duke Nukem style music? It's a bit quiet when no action's going on
#16 Posted 18 May 2009 - 01:03 AM
Hail_Duke, on May 18 2009, 12:48 AM, said:
That wizard sprite wasn't designed to be a boss, and if I made it any bigger it would look very pixelated and not fit the level of detail of the other characters. It was just going to be a miniboss fight, but I got a little carried away. I might tone it down later.
There's also a fire wizard and a lightning wizard (different colors of the same character) but I haven't coded boss versions of those (yet).
Hail_Duke, on May 18 2009, 12:48 AM, said:
WG has done a brilliant job of choosing and using textures so they all fit together and look great. The monster art is mostly from Hexen/Heretic and Doom, a few from other sources, some of it edited. It all goes together pretty well.
Hail_Duke, on May 18 2009, 12:48 AM, said:
There will be music.
#17 Posted 18 May 2009 - 12:35 PM
#18 Posted 18 May 2009 - 01:19 PM
Alan, on May 18 2009, 01:35 PM, said:
Thanks. It didn't take much coding, the main thing was just to think of doing it.
Alan, on May 18 2009, 01:35 PM, said:
Are you saying the maps aren't linear enough? There's no way you could tell that from looking at the video, since it mostly consisted of me going to a few unfinished locations and spawning monsters (then shooting them, which is the part you see).
#20 Posted 18 May 2009 - 01:53 PM
DeeperThought, on May 18 2009, 05:19 PM, said:
It's an issue I have with a couple of William Gee's maps (direction is hard to figure out sometimes) and it looked like it was present there in that short video as well. Of course I could be wrong.
#21 Posted 18 May 2009 - 01:58 PM
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#22 Posted 18 May 2009 - 02:32 PM
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I'm personally not a fan of Linear games, I like adventure and exploration, but so far in WGR2, its more Linear than anything I have made before.
#23 Posted 18 May 2009 - 02:58 PM
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This post has been edited by DeeperThought: 18 May 2009 - 02:58 PM
#24 Posted 18 May 2009 - 04:58 PM
#25 Posted 18 May 2009 - 05:18 PM
engineer, on May 18 2009, 05:58 PM, said:
We have a backpack already that works like the one in Doom (doubling ammo capacities). There could be a bunch of incremental ones instead. It would create more incentive to open chests and look for secrets. On the other hand, it would take some redesign to make ammo capacity play the same role it does in the Metroid series. In those games, missiles are the main boss killing weapon, and the limited quantity you have early in the game makes a major difference to your boss fighting power, but not for killing ordinary enemies. In WGR2, like in Duke, there is no one weapon that dominates. Severely limiting ammo early on would be pretty cripping all around. I suppose the chainsaw and basic shotgun could be fully functional from the beginning, and then the ammo ups could only affect other weapons? Hmmm. Anyway, it's food for thought, thanks for the idea.
#26 Posted 18 May 2009 - 05:48 PM
Are you by any chance considering implementing a health bar that shows up as a part of the HUD to indicate how much health a boss has left?
This post has been edited by Dimebog: 18 May 2009 - 05:48 PM