Ask anything about game design @ www.reactorcoregames.com
Are the walls destroyable?
Oh **** YES!
I love this game and the potential for adding more content is something I always wished this game would have. Thank you!
But wait! Theres more!
What if the mindcontrolled Yuri would mindcontrol the Yuri that is mindcontrolling him?
What if a train of mindcontrolled Yuris would have the Yuri at the bottom of the chain mindcontrol the Yuri on the top of the chain?
Would there be an infinity paradox?
Would the universe divide by zero and implode?
Find out, in the next, exciting episode of Dragon Ball Z!
But... what if Yuri controlled a Yuri that was already controlling a Yuri?
Oh lawdy. *wipes sweat off forehead*
Man, if this had more collaborate/cooperative PvE game modes, I'd be playing this all day. I really dislike that its competitive PvP only. : (
Glad to see this project is still alive. I like the new trailer, especially the structure physics, but isn't it wierd that it does not affect natural terrain too? I saw some floating islands, so I assume only structures have physics.
Either way, this is looking to become a game worth playing for sure.
So far I only know MapsOfChaos (both Doom 1 and Doom 2). Also OBLIGE 7.50 generated maps are fun too.
Thanks for mentioning those mappacks, didn't know of em. I've been needing some mappacks to play with PB for a while, so I appreciate the mentions. : )
If I could request one thing, then I'd request you to make a tutorial guide on how to make a PB-compatible brutalized monster, both sprite and code wise.
It would be super useful to any custom Monster Randomizer mods, as I could take their monsters and mash them into PB as an addon for even more monsters to fight against. (For personal use)
Will this compability patch also work with the latest version of UDV (v1.85)?
Can I use this with any music I have or is it just for the Doom 4 ost only?
I was not expecting this to be AMAZING. Literally the best voice pack for Project Brutality by a mile. None of the others compare. Thank you for making this. : )
Hold on, how does this wad work?
If I load this with Doom 2, I'll get the Doom 2 MoC maps.
If I load this with Doom 1, I'll get the Doom 1 MoC maps.
Is this correct?
Ah crud. The way the trailer looked, gave me the impression that it was released now.
I just rewatched it and noticed that it had the release date at the very end (oct 31), but the way it took forever to get to that piece of information, along with an annoying sad chorus track simply made me quit the video before I got to that part.
Thankfully thats only like 3 days to release, so hopefully not many people will accidently have the same experience as I did.
I'm slightly confused. The video says v2.0, while the latest download says v1.01.5.
Is this the right download?
Thank you, I appreciate that. :)
If you do another update to the mod in the future, it would be a good idea to copy paste the description of the mod into a .txt file to be included with the mod.
I just opened up the .zip file to install the mod and noticed it had some extra pk7's that I forgot what they did, so I had to come back to this website to look up that information. An included .txt file could have made things easier. :)
Can someone make a guide how to add compability patches for custom monsters?
Namely, I'm looking to boost Monster Randomizer mods to have juicy gore. Maybe even Aeons Of Death too!
Holy cow, thats a lot of unique stuff! :O
Thank you for that complete explanation, now I'm definitely excited to download and play this mod. I bet there may be more unaware new people like me that would certainly appreciate this information first and foremost when they find this mod. I'd recommend putting it up in the description/zdoom forum post.
Cheers, I'm gonna have a lot of fun with this mod. :D
What exactly does this mod add? The description only tells me that its an addon and how to install it.
How much stuff does this mod contain?
What special features should I be aware of?
How many new monsters/guns/items/abilities does it have?
What is the idea of this mod? What type of experience is it supposed to give? What's the purpose of the mod?
What is the best way to follow the progress of Project Brutality and its related addons? Here on Moddb or another site? Does pa1nki113r have a twitter, facebook or something?
Does the new 3.0 version have new content that is not shown in the old screenshots in the images gallery?
Wow, is there an image of ALL the world layers? I'm fascinated how much complexity is packed into the game's world. : O
This game is hella cool, how'd you do the voices?
I really like how they sound and I'm wondering how to make that type of sound. Text-to-speech? Pre-recorded voice + downsampling?
Congratulation, a well earned recognition. :)
I'm noticing the absence of the doom-meteor that was present in the original idea. I'm guessing testing revealed that players are more dangerous to themselves than a giant meteor, so it was decided to remove it?
Definitely make the final beam overpowered. The Hyperbeam was a joy to use in Super Metroid and empowered is a common feeling I get through out Ex Vitro, so I'd prefer the last ultimate weapon upgrade to be as nuclear as possible. : )
By the way, do you intend to sell the final game? I was just thinking how many people could be introduced and enjoy this game if it were uploaded to Steam. The market for anything that provides an authentic Super Metroid experience is greatly appreciated and sought after.
Gamemaker seems to have inbuilt functionality to integrate with Steam, so it is possible. I think a 5$ price tag would be most fair, considering the resolution issue. It would not too low to be unprofitable, nor too high to prevent people from taking issue with the shortcomings.
Heres the documentation: Tinyurl.com
"Because yeah, the 'micro' beam is obviously deficient compared to the others. I attempted to make it slightly useful in the yellow zone against the squirmy tendrils, but it probably doesn't beat just spamming the others. Like, I mean, the later beams have to be more powerful to justify why they're found so late, but then how do the early beams compensate? I feel the only beam that is probably always useful is the Refraction beam because it can go around corners, at least until you find the 'optional' Seeker beam."
Personally, I felt like each beam does serve a specific purpose. Some more than others, but I found they are mostly all worth using.
Pulse has a wide spread and shoots fast. Excellent all around.
Refraction allows delayed behind-the-corner shooting. Tactical.
Entropy has a large AoE, allowing to hit targets through walls or multiple targets at once.
Seeker fires slower and has slower projectiles, but the small explosive radius and homing make it effective in its own way too.
For the micro beam, the thing that I felt most annoyed was that I found two upgrades for it, but they didn't do much. I think the micro beam can be justified to be on par with the other beams through these two upgrades that take effort to find as much as the other beams do. The first upgrade can increase the damage, make it full-auto, fire faster. The second upgrade can double the amount of beams per shot, then make each shot split into short-lived three sub particles on impact, that act as fragments to cause further damage.
It would be the only weapon that can be fired by holding the button down and be impressive in its own machine-gun ish special way.
"You are always insanely helpful, and the fact that you're doing this for free makes me feel a little guilty..."
Thank you, I appreciate the gratitude and honesty. I'm also slightly confused, since I think I'm the one getting the bigger piece of the pie here. :D
You're making an awesome game that you've shared freely and are actively listening and responding to feedback. A lot of devs don't do that, let alone make an great game that is worth playing. To me, it is a priviledge to give you feedback and I enjoy doing it too. So please, recieve my gratitude as a gift, since thats what it is for what you've offered me in return. :)
Excellent! I'm happy the feedback was helpful. Appreciate the gratitude. :)
Too bad about resolution, but atleast it does not make the game unplayable. I tried playing the game on 1024x768 just now and it was better, so I'll be playing the next release like that for sure.
Couple thought that came to me while playing. These are minor things that I felt remarkable enough to mention:
-I'm not sure how effective the beams are. Especially when comparing Pulse, Entropy, Refraction and Seeker. There are no damage numbers displayed, so I'm feeling unsure if using certain beams is better than the other. Given how the game provides 5 beams which all can be active only one at a time, it gives a sense that all 5 beams are equal to some capacity, just different.
That said, there are upgrades that obviously make a certain beam better than the other during the course of the game, like the Seeker Beam having a small explosive radius, making it more valuable than most other beams, especially at the last area in the 0.51 version. Meanwhile, micro beam seems useless throughout the entire game, despite being available with a dedicated slot and not even being replaced by anything.
The other thing is that spamming the basic shots of a beam seems more effective than charging it up, atleast for Pulse, Entropy and Seeker. If I had information to know how much more valuable it is to charge the shots, I'd be more willing to use it with more vigor.
-EMP singlets don't seem to have any indication on the minimap, unlike all the other powerups that have a dot to mark their unclaimed status. This makes hunting them down after I've been everywhere else a tedious world tour, with no clue where to start looking.
-Often after entering a new room, I notice that if I held the movement button in the previous room, in the new room suddenly the key is unresponsive until I unpress and press it again. Breaks momentum while moving through areas.
-Running could really use faster and shorter acceleration. Most rooms are too tiny or lack the necessary surfaces to properly use it. Maybe even replace running with a dash move for dodging or for quick boosts of speed.
-I think having a minor particle effect for double jump would be suitable. I imagine that the double jump is a suit thruster function that gives the "jump", so it probably would make sense to have a blue glow or some other particle emission to represent it.
-I really like how distinct the EMP charger is to let me know when the shot is going to be a charged up one. I lament that the regular beams are not as articulate with their visual charging effect as the EMP one to let me know if I'm about to fire a regular or a charged shot.
-Datalogs are great, enjoy reading those a lot. For datalog archive could be slight more useful if it displayed the last datalog I picked up with a highlight or some other "this is new" indicator. I ran into a room with tentacles that can't be killed and it had a datalog among them, so I ran to it, but was panicking by shooting at the tentacles, so I accidently skipped and closed the datalog before I could read it. I had to trial and error in the datalog archive until I recognized a datalog with text I hadn't read before.
-For the map screen, it would make sense if the name of the planet was displayed somewhere. Not mandatory, but could be a nice touch as Super Metroid's map displayed names of areas and the name of the planet.
-Seemed odd that while the minimap does not function in the entropy beam sector, yet opening the map screen lets me see where I am. If its just an intentional spooky-thing, then I'm ok with that.
-I appreciate the inventory screen. While it does kinda spoil the mystery of how many special items I'll be finding in the game, it does provide a very clear function of knowing what I'm missing to give me a clue what I may be missing and how many of it I can find. Excellent for a completionist. : )
-This is a bit silly, but I felt somewhat concerned after I got the EMP charger and had to blow up the containment wall to exit the yellow parasite area. I mean, that stuff is gonna contaminate the rest of the entire facility now, right? I almost considered just returning back the way I came lol.
That should be everything, I think.
Finished it! It only crashed once at this part:
Its located at the top of the map, you'll probably recognize it from the minimap. I was going up from the room below up to this one and then I started getting this error window. I tried dismissing the error a couple times, but it kept persisting so I close the game.
I then restarted the game and kept playing it, then decided to try going to that room once again at a later time and it worked fine.
I do not possess a gamepad, so I can't comment on that.
You did mention lamenting the 640x480 resolution and I did indeed had to either lower my monitor resolution or squint my eyes with my current 1920x1080 (I went with the latter. Didn't want to mess up my desktop icon placement). If there was a way to either temporarily set the screen resolution to 640x480 or to stretch the current gameview to 2x size, that would fix the issue.
Otherwise, I thoroughly enjoyed the game and the new content. The EMP charge-up nuke was particularly neat, although there were no other bosses to try it on after I got it. The new environments, enemies and bosses felt awesome too. I like how they have a unique atmosphere to them. The yellow reaching tentacles in the parasite place were creepy, while the bone creatures in the last area were interesting too, actually making me want to use the refraction beam to hit their weakspot.
I also really enjoyed the changes and upgrades you did in general too. Sucking pickups with charge up was useful and fun, while the wall jumping became easier and the weapon upgrades for the old beams really gave a sense of empowerement.
The biggest thing that captivates me in this game is the story. When I first read the story in the main menu, it seems to give the idea like humans are dicks, but then some logs make it seem like actually the aliens were dicks to humans, so I'm going from room to room, log to log wondering who's right or wrong in this.
I like that intrigue and am hoping to find definitive answers or some sort of revelations to the following topics in the finished game:
-Who is the hero? How'd I get here and why?
-What happened to the facility? Any survivors left at all?
-Whats the state of the current universe?
-Did humanity already unleash its revenge on the galaxy or did they die trying? Or are they still working on it?
-Are the aliens wiped out? Do humans still exist?
-Am I just arriving at the scene right after the facility failed or is this like 1000 years later?
-Whats up with EMP? Whats the secret behind it?
I really hope those will get answered, otherwise I predict I'll feel dissapointment at the end of the game.
Hey a new version! I was just thinking yesterday about Ex Vitro if it has any new info posted, but here I am today to find a playable new version! Yay :D
Will be having fun with this in the next couple days. Do you have any particular thoughts you'd like to hear from a player after trying this version? (Any question is welcome) My goal would be write some feedback after I finish the new version, so now would be a good time for me to gather info on what you'd like to hear me mention.