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/vr/ - Retro Games

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>> No.674675 [View]

Morrowind with alchemy abuse. Especially if breton and wearing the cuirass of the saviors hide and the boots of blinding speed.

>> No.649771 [View]

TA. Few others are worth playing in multiplayer.

>> No.649631 [View]

>>649581
Yeah, both Examinable and Examinesay are are controlled by the same script, it just needs an X input for what number to assign the latter. So far I've only got linedefs calling it, but fake actors and other scripts could call it too.

>> No.649497 [View]

>>649474
Yeah. If a tiny bump sticks out of a wall, you can put impassable lines that make the wall smooth enough for the player not to snag.
>>649457
There's a true/false integer called "examinable" that decides whether or not the script can be called, and trigger lines around all objects of interest that change an "examinesay" integer which is used to retrieve different text strings from an array when the player calls the script (presses a key.)

>> No.649459 [View]

>>649418
Lookin' good! If you have a lot of vertical detail, I suggest putting some impassable invisible linedefs to smooth edges out to prevent getting stuck on them.

>> No.649442 [View]
File: 813 KB, 1920x1080, Screenshot_Doom_20130511_215334.png [View same] [iqdb] [saucenao] [google]
649442

My Examine (like in old point-and-click RPG's) script wonked out with amusing results.

>> No.637481 [View]

>>637204
Funnily enough, there's not a single 2D sprite in use on any map yet. I'm using voxels for ornaments.

>> No.637190 [View]
File: 128 KB, 1280x1024, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
637190

>>637134
About, say, 1-2k ish at least? That'd be justification enough to keep me working 10 hours a day with it myself at least. A video to promote is is a great idea, I'll definitely do that if it comes to it.

Here's a super quick sketch of the game's setting, a caldera lake in the middle of the sea. There's a city on the slopes of the central volcano. The player starts having drifted onto the shore of the small island outside after a shipwreck.

>> No.636870 [View]

>>636785
With 100% original assets and using an openGL port of the engine, it's not really a mod anymore.
But yeah, I believe I'd be.

>> No.636774 [View]
File: 700 KB, 1920x1080, Screenshot_Doom_20130508_185951.png [View same] [iqdb] [saucenao] [google]
636774

>>636754
No, I'm scrambling to finish a small proof-of-concept release with all features more or less there.

>> No.636730 [View]
File: 559 KB, 1000x563, Screenshot_Doom_20130506_132953.jpg [View same] [iqdb] [saucenao] [google]
636730

>>636715
The one in the picture is called "The climb". The goal is to scale a seaside cliff to enter a castle that hangs on the wall of a ravine. The OP pic is from inside the castle.

>> No.636685 [View]
File: 438 KB, 1000x563, Screenshot_Doom_20130506_162139.jpg [View same] [iqdb] [saucenao] [google]
636685

>>636663
Oh, my artistic integrity is absolute. I really like having some people around me to bounce ideas against while working with something though. Just about to write an actual design document, even if it's just for myself.

I'm not planning on going all out horror, but a really suspenseful atmosphere in some areas is something I really want. At no point will the player character need to avoid perils though, I hate that in adventure games.

>> No.636641 [View]
File: 546 KB, 1920x1080, mockuphud.jpg [View same] [iqdb] [saucenao] [google]
636641

Hi /vr/.

I've been working on a first person adventure game for a while. It started out as just a map for doom, but my scope has evolved to where it's going to be it's own game, just sharing the same (port of the) engine. The gameplay is going to be that of a 90's point-and-click puzzle/adventure game in a first person perspective, where exploration of large and interesting environments is emphasized.

My question is: Could I have a shot at getting some funding through kickstarter with this concept, so I could gather some folks and make this a real commercial indie game?

>the HUD in the pic is just a mock-up pasted on a screenshot I took.

>> No.626632 [View]
File: 438 KB, 1000x563, Screenshot_Doom_20130506_162139.jpg [View same] [iqdb] [saucenao] [google]
626632

>>626621
^^

>> No.626605 [View]
File: 1.47 MB, 1920x1080, Screenshot_Doom_20130506_144157.jpg [View same] [iqdb] [saucenao] [google]
626605

>>626565
Looks better outside.

>> No.626554 [View]
File: 1.05 MB, 1920x1080, Screenshot_Doom_20130508_011103.png [View same] [iqdb] [saucenao] [google]
626554

This will look pretty sweet when done. Getting the water to fade properly when the room isn't fullbright is almost impossible though.

>> No.618475 [View]

>>618238
It's really fun when you get into it. You can go from idea to result really fast in it.

>> No.616783 [View]

>>616749
Smoke and mirrors cobbled together with wire hangers and gum. It's an adventure game TC I'm working on, want it to look unique ^^

>> No.616710 [View]
File: 1.45 MB, 1200x675, Screenshot_Doom_20130506_124302.png [View same] [iqdb] [saucenao] [google]
616710

HELL YES!

Warp animation, alpha maps, brightmaps, and several color/fog scripts, and bloom. Only need to get a better actual texture now, all the technical stuff is in place.

>> No.615990 [View]
File: 796 KB, 800x450, Screenshot_Doom_20130506_092828.png [View same] [iqdb] [saucenao] [google]
615990

>>615975
derp

>> No.615975 [View]

Water massively improved. But I can't get fucking brightmaps to work no matter what I do..

>> No.612581 [View]

>>612557
>There are info about where to find the secrets on the levels?
Yeah: http://doom.wikia.com/wiki/Category:Doom_levels
>Also just started to play 4th episode
E4M1 is possibly one of the hardest maps in the game. UV with all kills is almost impossible.

>> No.612325 [View]
File: 924 KB, 1920x1080, Screenshot_Doom_20130505_203903.png [View same] [iqdb] [saucenao] [google]
612325

More doom-bloom! Looks bretty gud underwater too as seen here. The idea is to later make an animated wave texture with brightmaps, for some sun reflexes on transparent water.
>>612282
I just finished e4m1 on black metal difficulty with brutal doom. I grew some chest hairs there and then.

>> No.475226 [View]

>>475165
>[...]The word comes from the Greek σαρκασμός (sarkasmos) which is taken from the word σαρκάζειν meaning "to tear flesh, bite the lip in rage, sneer[...]
>to tear flesh
RIP AND TEAR

But seriously, I was joking too.

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