Project Savior - FreeDoom/HACX TC

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EinhanderZwei
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Project Savior - FreeDoom/HACX TC

Post by EinhanderZwei »

Hi everyone! :geek:

My name is Sergei, I'm from Ukraine. Some time ago I've decided to brace myself and start making my first ZDoom TC, in the same gameplay style as Strife, System Shock, etc., maybe even Doom 3? However, I won't share any story elements now, but there'll be a little bit in the upcoming demo, which is due this or next week

One more thing - I've tried to emulate the Gears Of War-ish view by weapon sprites. I've became aware of a similar effort by DOOMERO only halfway through development...

Anyhoo, here are some screens:

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Cheers!

UPDATE 1:
For all the news and related info, there's a tag in my blog: http://e-u-l-mk2.blogspot.com/search/la ... T%20SAVIOR

UPDATE 2:{/b]
Public alpha has been released: http://www.moddb.com/games/project-savi ... blic-alpha
Last edited by EinhanderZwei on Sun Jan 29, 2012 2:29 am, edited 2 times in total.
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Project_Hellbane
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Re: Project Savior - FreeDoom/HACX TC

Post by Project_Hellbane »

I'll have to keep an eye on this, this looks very cool! :D
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SamVision
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Re: Project Savior - FreeDoom/HACX TC

Post by SamVision »

Wow looks amazing. If you are doing graphics yourself, just make sure to not make it appear to cartoonish or too much like a model rip.
Steve1664
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Re: Project Savior - FreeDoom/HACX TC

Post by Steve1664 »

So we've got ourselves a dedicated third-person WAD now? Sounds interesting. Exactly what are you going to need base-wise to run this? Will it work with regular DOOM IWADs?
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EinhanderZwei
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Re: Project Savior - FreeDoom/HACX TC

Post by EinhanderZwei »

2 Project_Hellbane
Thanks dude!! :-)

2 SamVision
Yeah, it's true that the character sprites look like screenshot Q3 models (which they are), which will be kept in the demo, but of course will be overhauled in the full version. :-)

2 Steve1664
I'm building it on FreeDoom 0.7 IWAD to make sure that all the content is royalty-free, so for now 100% performance is guaranteed with it only. The full version is planned to be an IWAD itself!

2 All
Updated the opening post with a link to the latest news!
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EinhanderZwei
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Re: Project Savior - FreeDoom/HACX TC

Post by EinhanderZwei »

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amv2k9
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Re: Project Savior - FreeDoom/HACX TC

Post by amv2k9 »

EinhanderZwei wrote:I've tried to emulate the Gears Of War-ish view by weapon sprites.
A little late in development to be telling you this, I know, but ZDoom has chasecams for this kind of thing.
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Project_Hellbane
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Re: Project Savior - FreeDoom/HACX TC

Post by Project_Hellbane »

Amv2k9 wrote:
A little late in development to be telling you this, I know, but ZDoom has chasecams for this kind of thing.
Yes, but a weapon has a smaller number of sprites than a skin, and each weapon would require a different skin so that would result in more sprites and rotations than necessary.
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Dynamo
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Re: Project Savior - FreeDoom/HACX TC

Post by Dynamo »

This actually looks pretty cool and original! Definitely looking forward to play it.
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EinhanderZwei
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Re: Project Savior - FreeDoom/HACX TC

Post by EinhanderZwei »

amv2k9 wrote:
EinhanderZwei wrote:I've tried to emulate the Gears Of War-ish view by weapon sprites.
A little late in development to be telling you this, I know, but ZDoom has chasecams for this kind of thing.
Indeed! I've performed a little research chasecam-wise, and for now decided to concentrate on the weapon sprites, though. Maybe this will be applied in the full version, but for the demo, I'll keep it at that for the reasons noted by Project_Hellbane :wink:

2 All
The game is now on ModDB! http://www.moddb.com/games/project-savior
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EinhanderZwei
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Re: Project Savior - FreeDoom/HACX TC

Post by EinhanderZwei »

Bump!

Public alpha has been released - check it out! http://www.moddb.com/games/project-savi ... blic-alpha
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TerminusEst13
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Re: Project Savior - FreeDoom/HACX TC

Post by TerminusEst13 »

Well. Downloaded and gave this a shot.

It's...well. The third-person system you're using has some big issues. With using weapon sprites to portray the player, you have a static dude that doesn't appear to run, and bobs and weaves from side to side when you are running. Not to mention he takes up a giant chunk of the screen, which makes aiming a little difficult. Add on to the fact that the player's hitbox doesn't match the graphic's hitbox, and you have attacks that miss the graphic entirely but still hit the dude, and catching on to architecture that would pass you by entirely.
That being said, I do like the sheer amount of original content you put into this. This was clearly a work of great effort, and both the textures and the models are really neat. Unfortunately, the map design is mostly flat and without a lot of decoration, and the very slow movement of the protagonist makes both exploring and fighting generally a bit of a chore.

Music was nice, though.
Last edited by TerminusEst13 on Mon Jan 30, 2012 12:46 pm, edited 1 time in total.
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EinhanderZwei
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Re: Project Savior - FreeDoom/HACX TC

Post by EinhanderZwei »

I'm aware that the maps look boring as of now, but I'm trying to keep the 'essence first, bells and whistles later' attitude, so of course they will be richly decorated in the future. Concerning the player's movement - I've figured out a way to animate the sprite using DECORATE (use 'standing still' state and JumpIf to 'moving' state when the movement speed is greater than 0), but I'm not sure how to alter the hitbox(es). Is there a way to manipulate them?
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amv2k9
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Re: Project Savior - FreeDoom/HACX TC

Post by amv2k9 »

You can fix the "player bobbing" issue by adding the NOBOB flag when you call [wiki]A_WeaponReady[/wiki].
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NeuralStunner
 
 
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Re: Project Savior - FreeDoom/HACX TC

Post by NeuralStunner »

Why not use an actual third-person camera? :P
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