The WIP Thread

If it's not ZDoom, it goes here.

Re: The WIP Thread

Postby Nash » Tue Mar 31, 2020 6:52 am



You know 2020 is going to be "let's copy Doom Eternal" year
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: The WIP Thread

Postby dpJudas » Tue Mar 31, 2020 7:58 am

If that's the case, shouldn't every kill be one of those annoying melee attack animations? :)
dpJudas
 
 
 
Joined: 28 May 2016

Re: The WIP Thread

Postby Nash » Tue Mar 31, 2020 8:14 am

I do have annoying melee cutscenes planned... soon... :mrgreen: :twisted:
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: The WIP Thread

Postby Darkcrafter » Tue Mar 31, 2020 1:58 pm

Nash wrote:You know 2020 is going to be "let's copy Doom Eternal" year
oh no :laff:
User avatar
Darkcrafter
 
Joined: 23 Sep 2017
Location: South Russia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: The WIP Thread

Postby Captain J » Tue Mar 31, 2020 11:12 pm

I just noticed that the stringy crushed meat effect is actually there! I'm very impressed there! Didn't know how you manage to do it, though.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: The WIP Thread

Postby Nash » Wed Apr 01, 2020 2:19 am

Captain J wrote:I just noticed that the stringy crushed meat effect is actually there! I'm very impressed there! Didn't know how you manage to do it, though.


The stringy meat has always been in there since the NashGore Vengeance beta v0.9 in 30th November 2018, but then got broken with the v1.0 release in July 10 2019. I did fix it but it will only debut with v1.1 (not released yet, coming soon)
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: The WIP Thread

Postby Captain J » Wed Apr 01, 2020 3:42 am

Ah, i see. Probably i haven't played Nashgore rather often. But i do really wonder how those things are work. Are they projectile-based?
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: The WIP Thread

Postby Nash » Wed Apr 01, 2020 7:09 am

It detects if the ceiling is low enough (while the monster is dead) then spawns the stretchy meat. The stretchy meat actor class has some code in its main tick to alter the object's Y scale according to how high the ceiling is. :)
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: The WIP Thread

Postby Arctangent » Wed Apr 01, 2020 8:43 pm




Spoiler: more


something, certainly
User avatar
Arctangent
squawky
 
Joined: 06 Nov 2014
Discord: SquawkyAtan#2371

Re: The WIP Thread

Postby jazzmaster9 » Thu Apr 02, 2020 6:35 am

More Screenshots from Abysm 2: Infernal Contract

Harbin Outskirts
Some enemies will have special proterties to them as indicated under their Health bar.
Image

Showing off the Inventory System
Image

Harbin Castle
Image
User avatar
jazzmaster9
J̶̛͉̹͇̋U̶̥̩̞͋Ṣ̵̨̛͋T̶̩͉̈̈́͘ ̷͔̹̖̊̽M̷̥̞̓͘͘O̸̯̠̽́N̶̫̠̂͗Ḯ̶̜̃̇Ḳ̶͓̻̊̅̄A̵͖̘͒
 
Joined: 19 Apr 2012

Re: The WIP Thread

Postby ImpieTwo » Thu Apr 02, 2020 7:02 pm


Got allies working finally.
ImpieTwo
 
Joined: 17 Aug 2015

Re: The WIP Thread

Postby TDRR » Thu Apr 02, 2020 9:32 pm

Arctangent wrote:
Spoiler: pickturez


something, certainly

Looks interesting. I'll throw my wild guesses based on failed attempts:
-Map builder in-game
-A random map generator of some sort
-Something the same style as Xaser's secret map on ZPack (structure that builds while you play)
-Sectorcraft 2.0

Either way, I would love to see for myself!
User avatar
TDRR
A living work in progress
 
Joined: 11 Mar 2018
Location: Venezuela
Discord: TDRR#5820
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: The WIP Thread

Postby GreenLegacy » Sat Apr 04, 2020 4:48 am

We replaced the previous HUD layout into something new with much simpler design.

The previous one was weirdly quadrant and too small.
Our main focus was to use energy in the game, so we added energy icon at the center of the bottom of the screen.
But it did not work properly. Before making, we actually skipped the whole understanding of relation between the HUD element and the player's view.


So, we added all the interfaces at the bottom of the screen, considering most characters' position were located at the bottom.
The Small HUD was a problem, and it would modify its size.


After thinking about character's special abilities being frequently used, it's placed on top of the character's head and at the bottom so player can check the status in their view at any time.

Player's view is very important to making HUD. Be sure to remember that.
User avatar
GreenLegacy
Developer of Operation ECHO
 
Joined: 19 Jul 2016
Location: Republic Of Korea
Discord: GreenL3gacy#2497

Re: The WIP Thread

Postby InsanityBringer » Sat Apr 04, 2020 9:51 pm

Image
penguin compatible ports
User avatar
InsanityBringer
 
Joined: 05 Jul 2007
Location: opening the forbidden box
Discord: InsanityBringer#9908

Re: The WIP Thread

Postby Ivory Duke » Sun Apr 05, 2020 4:41 am

Reworked GZDoom menus to look the same at all resolutions, and a custom map selection menu.
User avatar
Ivory Duke
Not an actual duke
 
Joined: 17 Jun 2019

PreviousNext

Return to Off-Topic

Who is online

Users browsing this forum: Google [Bot], JadedLexi and 1 guest

cron