This member has provided no bio about themself...
Well, player can travel back and forth between the levels, so it's not exactly a level end.
At the moment there's 1 hub level that has portals to 3 other levels. 2 of the other levels also have portals to each other. The 3rd other level has an "exit" that will work when player has found some items from the 2 other levels.
So it's sort of like in Hexen, Quake2.. except monster and other stuff will respawn, so the levels don't ever become empty.
So if you have Oedipus and then get Spartacus, do you get two Spartacus?
That rank sure changes a lot. First time today I look at it, almost 700.. hour later I look at it.. somewhere around 5000.. and now few hours later I look at it, it's about 600.
The blue thing is a portal to another level. Currently there's not much goals for player to do, but there will be more.
These levels I have done so far are like prototype levels that I've used to test the level transitions and random monster re/spawning based on player's status.
The walker monsters can jump. Need to make it so that different monsters have different probability for jump, and jump less if they're on the same floor level as their enemy.
Looks like this could be fun.
Cool stuff! One of the tracks remind me of Terminator 2, when they're riding the motorcycle and the other terminator chases them with the truck.
Think they'll just have these blank shiny visors. Yea, I'll return those spike/cylinder things from the earlier version to another enemy.. which will probably be some fast moving xenomorph type enemy.
Looks Deus Exish :)
The brick building could have some concrete border at the bottom.
Heh, kinda what I'm doing for the next model.
I think I want to add some dynamic/realtime lights.. also with Q3BSP they're the only way to have flickering/blinking/pulsing lights.
DarkPlaces allows them to be added in two/three ways: external .rtlights text files (can be made with ingame light editor), or adding dynamic light entities in the level editor.
I've read the dynamic light entities are a bit slower than the ones in the .rtlights files.. but I could use the same editor to add them as everything else, so it would be easier to have them and know where they are when editing the levels.
But probably whichever way I'd do them, they would increase the computer requirements.
Yea, I could try adding some glow. I tried having the orange/brown mid section glowing, but that kind of looked really bad. Sort of took all the contrast away. Maybe the glowing part should be surrounded by those darker colors.
Well, it sort of shows the effectiveness with some weapons, which I find interesting to know.
Thanks, and thanks for all the feedback in the images too :)
Oh, looks like I've forgot to update the summary/description to say there's more story than just a one-liner. I wrote something about it in the previous news: Moddb.com
But anyway, gameplay stuff will be more important.
If I do multiple characters, and even if they all used the same weapons, maybe at least their melee weapons would be unique. Like the Princess character would probably look ridiculous with the big sword. And if there's going to be a playable monster character, then it might be almost only melee, and have some claws.
If you mean those 5 things there.. they're just health bonuses.. although the alternate fire in the Pulse Rifle shoots 8 pulses at the same time in a semi-random spread pattern.
Now that you mention the search lights, they remind me of those "searchers" from Doom3..
Anyway, I'll do some flying thing with guns...
I do need some more textures.. so I could use some other materials for those cylinders, and to add some other details.
The weapon is the Pulse Rifle.. the model just had moved in a sort of strange place, possibly from damage.
The up/down floating effect kind of makes it look like that...
The bottom left was meant to be a canister that has 8 bullets stored vertically. At first I was going to make the bullets visible, but that felt a bit too much polys for an ammo item.
Yea, there's some blast marks on the walls if you shoot them. At the moment these are still engine default effects...
And about the different sized ammo boxes... I think I'll just go with one size. But I might make some backpack/whatever item that could give more ammo or multiple different ammo types.
Yea, it would be better if it didn't show that many digits after the . I'd be fine with just 1 digit after it. This will be something I'll fine tune later...
Over 100% accuracy means there have been some attacks that hit more than 1 enemy. Like if you throw a bomb and it hits 2 enemies, then the accuracy would be 200%.
Maybe some enemies could have glowing eyes or parts. I think the specular highlight on the visor will be enough glowing for players.
There will be a muzzle flash effect in the darker center area. Bigger glow effect in the alternate fire mode.
Well, the anti-tank rifle doesn't slow down the game, and it has moving parts... Maybe the muzzle flash effect will be enough...
I've thought I'd cut off most of the skirt from the front. Maybe shorten a bit from the back too. But I'll worry about these other possible player characters later, like after I've done some monster models.
Indeed, it is. Pretty easy to avoid though...
:) Made it have a beating animation with scale...
Probably at least one of them is at the end of a lava tunnel.. or somewhere in the middle of a lake of fire... Of course some will be in easier places..
I do have a lava texture...
Me: Am I going to sell my game when it's done?
Magic 8 Ball: Without a doubt
There will be a free demo, which will be one episode or something equivalent.
But it's possible it'll be all free completely.
Duplicated the blade polygons, pushed them out a bit, added some edge loops around it. Then some bones and animation. Texture done like some muzzle flash effect, so it has some transparency. The code also fades it out completely after the swing.
The projectile is about the same model, but doesn't have the edge loops for the animation.. and it uses the same texture.
There will be new monsters.. I'll probably start doing them sometime soon. Might do a few item models before.
Plan is to not require any content from Quake.
I wonder if this weapon should have any moving parts?