Phocas Island 2: Re-Phocased. Is it back?

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Should I release endurance mode as a seperate mod or save it for final release?

Yes! I'd love to play endurance mode when it's ready
22
48%
No, I'll wait until the final release.
24
52%
 
Total votes : 46

Re: Phocas Island 2.5

Postby Cutmanmike » Wed Jun 04, 2008 5:14 pm

Okay well I've only just played this for the first time so bear with me. I've only had one nag so far, and that's getting the "fire" and being able to swim with it ;) As far as suggestions go I can't think of anything other than changing the sprites of the monsters to something more original, but that might be too much to ask for.

Otherwise, this is pretty cool. The atmosphere actually creeps me out, especially with that too happy music in the forest area. Jeez. A demon managed to scare me as I wasn't expecting it to CHARGE AT ME! I gotta admit though, I have NO clue what i'm doing half the time. So far i've got to the second area (I think) where the music finally starts, and I'm just wondering around trying to find items. I found the bug (mushrooms creeped me out big time) and the blue cylinder and uh... the shotgun that vanishes. Now i'm just wondering around hoping to stumble upon journal notes.
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Re: Phocas Island 2.5

Postby chopkinsca » Thu Jun 05, 2008 2:47 pm

If you need a walk though, there's one here: Walkthrough


I need some help making a decision. Hopefully a "classic Doom 2" style game play mode will be added, which can be accessed by entering a code on the intro level. My problem is where do I reveal the code?
Spoiler:

I don't want to make it too hard, but not too easy either. Just looking for some input.
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Re: Phocas Island 2.5

Postby Cutmanmike » Thu Jun 05, 2008 5:26 pm

Somewhere really secret? Alternatively you could ditch the secret idea and have it as a selectable difficulty setting from the main menu (or settings level)
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Re: Phocas Island 2.5

Postby chopkinsca » Thu Jun 05, 2008 5:43 pm

I think I'll give the code in the end credits at "the end" screen no matter what ending you get.
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Re: Phocas Island 2.5

Postby chopkinsca » Fri Jun 13, 2008 2:27 pm

Double post, but I wanted to make an update. Here is a list of the current changes I've made (I think I have them all).

-Ambient sounds (birds, flames, dripping, wind in caves)
-New sound for "chaingun"
-new graphic for the rifle
-fifth boss with it's own unique area
-more detailing mainly in the main temple
-more trees in some bare patchs
-bug fixes (mainly with the falling rock)
-3 new easter eggs (2 are devoted to people who inspired me in making this project)
-Dynamic lights on fireballs
-All fireballs leave a trail
-splashes (no more silent water)
-Simplified some jumping 'puzzles' (I hate them)
-minor tweaks to monster behaviour and stats
-code to unlock "Classic doom 2 mode". Awaiting monster placement.Code will be obtained by finishing puzzle mode on any skill and either ending.
-"find all the souls". Scattered around the maps are dead bodies; use the death artifact to free the souls. If you free enough you get a better ending.
-Changed dead bodies to strife's player corpse (which is the phocas2 guys skin). It stands out much better than a mostly brown body on a mostly brown ground.
-reverb added to some areas.


I *might* go around changing water colours. Depends on how bored I get.

I won't be adding any more journal entries unless someone wants to contribute some. If so, just PM me.
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Re: Phocas Island 2.5

Postby Penguinator » Fri Jun 13, 2008 4:54 pm

chopkinsca wrote:I *might* go around changing water colours.

Does that include making underwater, err, underwater-y, or just the texture? It looks kinda weird having the same visiblity above and below the water.
Last edited by Penguinator on Fri Jun 13, 2008 4:55 pm, edited 1 time in total.
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Re: Phocas Island 2.5

Postby Captain Ventris » Fri Jun 13, 2008 4:54 pm

Cutmanmike wrote:Okay well I've only just played this for the first time so bear with me. I've only had one nag so far, and that's getting the "fire" and being able to swim with it ;) As far as suggestions go I can't think of anything other than changing the sprites of the monsters to something more original, but that might be too much to ask for.

Otherwise, this is pretty cool. The atmosphere actually creeps me out, especially with that too happy music in the forest area. Jeez. A demon managed to scare me as I wasn't expecting it to CHARGE AT ME! I gotta admit though, I have NO clue what i'm doing half the time. So far i've got to the second area (I think) where the music finally starts, and I'm just wondering around trying to find items. I found the bug (mushrooms creeped me out big time) and the blue cylinder and uh... the shotgun that vanishes. Now i'm just wondering around hoping to stumble upon journal notes.


The shotgun vanishes because it's gone into your inventory. I didn't realize I had it at first for the same reason. I was sad because it ran away. XD


Hi-def textures would be fantastic. Are you considering perhaps using a bit of Baghead's terrain generator? It could help you generate some truly awesome terrain for a re-make of Retreat or what not. Not that I want to see the same stuff. I'm excited about what new things you have cooked up. Perhaps random weather? Having to feed yourself? Needing to rest? I LOVED the non-doomy feel you accomplished on Phocas Island 2. It was magnificent to focus on adventure and puzzles, and you pulled it off so well. The exploration was awesome, I hope to see more expansive areas from you!

I can't wait for this project, and if I could, I would definitely help in any way. Sadly, I'll just have to wait anxiously. :D


Penguinator wrote:
chopkinsca wrote:I *might* go around changing water colours.

Does that include making underwater, err, underwater-y? It looks kinda weird having the same visiblity above and below the water.


Well, your weapon was tinted blue a little XD

Perhaps there could be more to do underwater? Like a coral reef you have to explore, or a cave-diving sequence or something. There is plenty of creepy possibility in dark, underwater areas! Perhaps a boss battle underwater, with a couple air holes around.
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Re: Phocas Island 2.5

Postby chopkinsca » Fri Jun 13, 2008 5:51 pm

Penguinator wrote:Does that include making underwater, err, underwater-y, or just the texture? It looks kinda weird having the same visiblity above and below the water.

I meant changing the colour of underwater.

Captain Ventris wrote: Are you considering perhaps using a bit of Baghead's terrain generator? It could help you generate some truly awesome terrain for a re-make of Retreat or what not.

Never thought about it. It would take a lot of work to do, with caves going into the ground. Also, the map lags enough with all the trees, no idea how much lots of extra sectors will affect framerate.

Captain Ventris wrote: Perhaps random weather? Having to feed yourself? Needing to rest?


I feel that having to eat and rest would make gameplay more tedious. I wanted to keep it simple, but different (candle health system). Given the islands location makes not needing to eat or sleep possible.

As for weather, I thought about it but couldn't come up with any weather system that wouldn't take lots of work or slow down the maps. Maybe you have ideas.

Captain Ventris wrote: The exploration was awesome, I hope to see more expansive areas from you!


The new area is very small compared to the rest of the map (think the size of the earthbaron cave or the spiral dark cave in size.

Captain Ventris wrote:

Perhaps there could be more to do underwater? Like a coral reef you have to explore, or a cave-diving sequence or something. There is plenty of creepy possibility in dark, underwater areas! Perhaps a boss battle underwater, with a couple air holes around.


Personally I hate swimming in games. Something about the water and a breath limit. It does sound tempting though. I have no idea what sprites I could use for an underwater boss though... Pain element?

Thanks for your comments :)
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Re: Phocas Island 2.5

Postby Cutmanmike » Fri Jun 13, 2008 6:03 pm

How about a night/day system? Have fun giving almost every sector a tag though :P

Btw I'm stumped again. Just used that moon emblem and heard a roar. I crapped my pants, looked around for a while *slowly* but found nothing. Where do I go?
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Re: Phocas Island 2.5

Postby chopkinsca » Fri Jun 13, 2008 6:15 pm

Cutmanmike wrote:How about a night/day system? Have fun giving almost every sector a tag though :P


When the project was barely a baby, it had a night and day system, but the whole map was at most 1024 x 1024. I have a hell of a lot of different sector tags and control sectors that I would have to deal with.

Cutmanmike wrote:Btw I'm stumped again. Just used that moon emblem and heard a roar. I crapped my pants, looked around for a while *slowly* but found nothing. Where do I go?


Back on map02 (Gloam) on the beach there is an alcove with some eggs in a nest, search around the area for what made the roar noises (hint: there are 3 in the area).
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Re: Phocas Island 2.5

Postby Captain Ventris » Fri Jun 13, 2008 6:36 pm

chopkinsca wrote:
Cutmanmike wrote:How about a night/day system? Have fun giving almost every sector a tag though :P


When the project was barely a baby, it had a night and day system, but the whole map was at most 1024 x 1024. I have a hell of a lot of different sector tags and control sectors that I would have to deal with.


Just make the sun a preposterously colossal Dynamic light :P
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Re: Phocas Island 2.5

Postby chopkinsca » Fri Jun 13, 2008 6:38 pm

Captain Ventris wrote:
chopkinsca wrote:
Cutmanmike wrote:How about a night/day system? Have fun giving almost every sector a tag though :P


When the project was barely a baby, it had a night and day system, but the whole map was at most 1024 x 1024. I have a hell of a lot of different sector tags and control sectors that I would have to deal with.


Just make the sun a preposterously colossal Dynamic light :P


hahaha :P

I've been thinking about the underwater area, but I have no idea where to implement it. the first 2 maps (beach and gloam) have beachs, but unless you find the secret, you have no weapon. The beach on height already has a boss associated with it. Maybe I could put an item in a later map that you take back to beach or gloam to open the cave. Starfish key or something cheesy like that.
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Re: Phocas Island 2.5

Postby Captain Ventris » Fri Jun 13, 2008 8:39 pm

I don't have the slightest idea about how a weather system (or anything, for that matter) would work. Sorry.



However, for an underwater boss, you could contact Phobus about his old "Water Resource Pack". From what I remember, it had some sort of serpentine enemy in it. I don't remember if it was doomy or not, though, but there still might be something you find useful.

He may never have released it officially, but if you ask real nice, he might hand it to you.

I'll see if I can dig anything up in regards to an underwater enemy in the meanwhile.
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Re: Phocas Island 2.5

Postby Cutmanmike » Sat Jun 14, 2008 5:39 am

Okay here's a suggestion. Every now and again spawn a random enemy at a random location. I did a similar thing for my 28 days doom thing I was planning but that never got anywhere. Lemmie know if you wanna know how I did it.

Btw I beat the boss... thing and I just made it to a new level (before accidentally hitting a key which quit the game... DOH) :)

Edit: I think I found a bug. I got one of those coin things from the crazy poison painelemental. I found the entrance to some castle thing and used the coin and it... vanished. I jumped off the cliff and noticed it was inserted in that 3 holed thing below. Am I supposed to be able to activate things that far away?



Edit2: Now hang on one pickin' minute, is this walkthrough only for the BAD ending? I didn't actually go through the game like this but after getting that bad ending, and all the other missing junk made me think WAAAAAIT A MINUTE. So I went back and found more crap to do. I finally found all 3 cylinders and summoned that bastard dragon. Killed him, and got...... wait... ANOTHER COIN?! But I already did the 3 coin thing to open the final area so WHAT GIVES?! Also where's that rock that the dead dude speaks of by the nasty pool of blood?

Edit3: Haha as soon as I post that I find the strange rock, but don't have anything to use on it. Doh!

Edit4: ALRIGHT I just fought the hardest damn boss ever and opened up the portal to korax. Beat him, and I get a lousy key. Where do I use that?! I haven't seen a keyhole that I needed a key for.
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Re: Phocas Island 2.5

Postby Cutmanmike » Sat Jun 14, 2008 9:23 am

Okay I'm done. I have to agree with Kristus with this one. I loved everything except the ending. It just seemed really... retarded.

I know that's harsh but it's the best way I can put it. It's the kind of ending you read at the end of glassyman's wads or something. Linking your own mind to another dimension which coincidentally the place where some aliens/monsters are planning an invasion? Well I have two problems with that. One it's ridiculous, even for doom! Two, if the monsters are planning an invasion, why is the island so peaceful, beautiful and so desolate? If there was going to be an invasion I would have expected to see ten times as many monsters. It would have been better if you just woke up, and that was it. Or even, you wake up knowing about all about the island and find out that it's a real place, and has a great fortune or something. But either way, I wasn't happy to have to go around searching every nook and cranny for just a bit of extra text. Heck I wouldn't have minded if the ending was JUST the bad ending! (kinda like what I did with zportal).

Ending aside, like I already said, this is great stuff. I would personally like to see a sequel rather than a spice up but who cares, I'd play it again! So here's some suggestions now I still have the experience still fresh in my mind:

  • No more hexen/doom monsters. The decorate's are original I know, but the sprites we've seen thousands of times before. Even edits would have been better if you ask me (and there's plenty to choose from).
  • Explanations for some of the things that are left. What's the purpose of the cabin? What's the key for at the end? What's the chessboard for?
  • Replace the "log gun" with something more appropriate (We have a rifle in the mix so why a LOG GUN?!).
  • Use a custom HUD to make a hud that takes advantage of your current inventory system.
  • It strikes me odd that you can carry FIRE with you and are still able to go in water and caves are still dark. There's a ton of puzzle possibilities if the FIRE goes out after a while, or when you go in water.
  • Make the "handle" visible in your inventory. I thought the game had glitched when I couldn't see it.
  • I found the cacodemon boss extremely tough compared to the others (the one who shoots blood and rain everywhere). I'd say calm him down a bit.
  • A cinematic ending. I was sad to see the camera + text thing for both endings. I would have liked to see "you" wake up in your hospital bed and greeted by the doctors or whatever.
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