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>> No.4620395 [View]
File: 716 KB, 1366x715, Screenshot_Doom_20180302_022239.png [View same] [iqdb] [saucenao] [google]
4620395

I really like the way it turned out. What I don't like is how laborious it will be to implement the level of detail I want with the scale of the maps I'm planning. Dealing with slopes is a huge pain in the ass.

For example, there'll be the suburb area which is full of houses. Most if not all of those houses will be placed behind walls so the player will probably only see the roof. The problem is, Japanese/East Asian roofs all had sloped edges, meaning I'll have to spend hours building those one by one since I can't copypaste it.

Having to align the dummy sector with the sector to be sloped is such a waste of time. I should be able to just assign a tag in the dummy and that's it.

And I still haven't even touched creature/weapon making.

The weapons shouldn't be hard. There'll be only 4 weapons: bow and arrow, sword, holy grenade (turns ghosts into sliceable/shootable enemies) and a whip.

About creatures I guess I'll just have to clone and edit the base doom creatures. I still don't know how I'll make the "ghosts cannot be attacked unless stunned by holy grenade thing but I guess I'll leave it for when I'm closer to this part.

Tomorrow I'll make the forest where the game will begin before the other finds the gate (pic related). That's it for now, goodnight everyone.

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