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So, I just realised the super/mega items are almost player size! Think I need to make them smaller.
The smaller bonus items are better size, maybe I make them just a little smaller.
Yea, I'm gonna stick with this pixelated/paletted style now. The results are definitely more interesting to look at than the previous "color+ao" thing.
Player could have some "explosion shield" power...
Now I started thinking about Banana Bombs...
Maybe I increase the texture resolution on the gun. Might result in NPOT textures, but I'd still like to use POT. Maybe just place an NPOT into a POT, leaving some empty space in the texture?
Think it's the last 32 colors.. but it's possible to disable the fullbrighting with "r_fullbrights 0". I intend to use the glow maps instead.
I read the 255 is transparent for sprites and gfx.wad graphics, except 0 is transparent for the conchars and sky layer 1. It probably doesn't work as transparent for map or model textures.
I plan to do transparency effects with external textures, which don't care about the palette.lmp. I thought I'd use the Grey colors for the transparency masks (just need to include the 255 255 255 color it then).
Also I don't plan to use the shirt/pants effect on changing player colors. I'll just do some 4-6 player colors with different textures.
The sky? Yea.. Maybe I use a skybox instead, but since I was using Q1BSP, I thought to try Quake1 type skies.
I like that it has movement in the clouds, but the tiling and "the mirror/screech effect" are a bit ehh.
Maybe this kind of skies would work better on some indoor levels seen through some windows.
I do see 4 barrels in the Blood2 minigun... at least if it's this: Blood-wiki.org
I was thinking AVP2 minigun mirrored. Blood2 looks like having 4 barreled, but sort of similar. Somehow I didn't even remember it had a minigun, and I played it almost through (never figured out how to kill the endboss)...
Another alternate solution would be to change the firemode with the Weapon Selection keys, and only have one attack button.
Then there should be something to indicate the firemode in the weapon model or the hud.
But this is still something that I'd only do if I can think of some better alternate firemodes...
Maybe slime/acid could do 4 damage/second, and lava could do 8 or 12 damage/second. The basic shield could protect 40% of the damage. If player has 100health and 100shield.. He would last 41 seconds in slime, and next hit would kill. He would last 20 or 13 seconds in lava, and next hit would kill.
Health could be understood as a combination of the character's physical condition and the armor integrity/condition. The shield is then some energy force field type of thing (but works pretty much like armor in games). Though I suppose I could have all 3 separate, but then the energy would only work as a shield when player has the shield power.
My plan has been to release a demo within 3 months... and then after 3 months I feel like it wasn't good enough, and start it like almost from scratch all over again (and again). Uhh... Maybe I'll succeed this time...
Cool :) Though I feel like I made the UV map too good, and wouldn't want to bother with this much tweaking in later models.. Like if this was the only model without texture distortion, it would look a bit out of place...
About mods, don't see any point denying, not that there's much point starting a mod for this now...
Think I'll redo it somewhat.. I've also been a bit unsure if I should do them in a lowpoly look or go with a rounder look. Might also make it have less barrels, so like 3 or 4, so it would make more sense as a handheld weapon, and wouldn't need to fire insanely fast. The rate of fire could be some 1000-1500 RPM. With 6 barrels it should be over 2000 RPM, which might be a bit game breaking/too easy.
Yea, I've fallen through the levels a few times too. I think I'll use Q1BSP for now. Being stuck/falling through feels more annoying than lighting being a little off and limited to 2 sizes for things.
I tried different multisample/antialias settings, but none of that seemed to effect the entity placement in any way.
Definitely easier to use than Radiant.
PNG textures not supported yet?
Trying some level editing with the Quake format.. placing entities from 3d view (great feature!) has some issues:
* when not looking straight down and placing it some distance from the camera, it will be 1 unit inside the floor.
* when pointing at a wall, the entity will be placed half inside the wall
* when pointing at a ceiling, the entity will be fully inside the ceiling (the bottom is at the ceiling level)
And is there a deselect box?
Alternate solution for alternate fire modes would be to allow player using two weapons at the same time.. one in right hand, another in left hand.
Player may need to press one extra button before changing the weapons, so the game knows which weapon player wants to change.
Default fire buttons: Left Mouse Button would fire the left weapon, and Right MB would fire the right weapon.. might feel a bit strange if people are used to having one weapon at the right, which would be fired with the Left MB.
Of course the fire buttons could be flipped, but that might feel strange too!?
I might get back to DarkPlaces.. QuakeC is much simpler than C. Think I'd get more trouble with C than with Quake type level editing...
But I'll probably use my lowres textures, so something like the Style 09, but have better bump/specular maps. And draw some amount of detail into the model textures too, so they would be more than just AO + Color.
My current plan is to go through the lowres textures I have, tweak if necessary and do the bump and specular maps. Then improve the model UV maps and textures, and maybe a few tweaks on the models.
I'll take filtered screens next time.
If I have alt fires, then they'd be always available.
But overall I have the feeling they wouldn't add anything to the game, most of them would end up being almost duplicates of some other attack. Like if every weapon has some kind of explosion/shotgun spread alt fire... then there wouldn't be much point in having a rocket launcher or a shotgun...
Well, anyone can still enable or disable the texture filters.
I might also try drawing details into the textures again, even though this has usually been the part where I screw up real bad. Maybe with lowres enough I wouldn't?
I'm also going to make the weapon models from single mesh elements. This will increase the tri count a bit, but should make AO bakes better.. and maybe I'll have colors blend together too (even without filtering or detailing).
Could also try some Posterize on the textures to give them a low color look without making them paletted (making a palette/etc is annoying).
I was thinking it looked something like the lightning gun. The earlier stuff was meant to be something like the light saber from Abuse.
No, I'm using Doom Builder 2.
I'm thinking I'll take the Alternate Firemodes away from the weapons. It sort of results the other (or the alternate) firemode being more useful, and the other other totally useless.
Like the Sword could fire the 5 projectiles, and use 5 ammo, or just swing it without projectiles without using ammo. But there was basically no reason not to use the projectile attack with it...
The Pulse Rifle could fire 10 pulses at once with a long delay, or 1 with short delay. Even though the 10 attack had some inaccuracy/spread, it was more effective.
The A-T Rifle could fire a piercing/ripper bullet or an explosive bullet.. This was sort of 50/50 usefulness on both, but the explosive bullets would probably make a rocket launcher totally useless.
So, maybe better just have 1 attack per weapon.
Doomsday probably gets some of these modern effects too. Doomsday does have 3D Reverb effects that are affected by the texture materials and the room (sector) shape and/or size...
Now I just need to make some good sound effects...
And also need to do something about that Tank. When there's more than one of them and they're firing... it's pretty much impossible to hear anything else but their firing. Maybe it'll get non rapid fire weapons...
There are some things in DarkPlaces that I like. QuakeC/progs.dat is a little easier to do/compile than C/C++ and a DLL plugin for Doomsday. Levels could have 3D bridges/rooms over rooms, slopes, swimmable water.
But Doom level editing is simple ;)
Well, it's just me doing this. I can make a Doom level in 4 to 8 hours, that plays and looks good. In same amount of time I can make a Quake level that doesn't look good, and might be just one area of a level, so not even a complete level.
It would also be nice if the Players could make (interesting) levels easily, even if they've never touched a level editor before...
I'll still think about this stuff for a while...
Recorded some sounds today.. should be enough material to make some sound for most things I have so far.
Looking good. Maybe different shield types could have different color, if there are more than one type of shield?