Pirate Doom! - House of Mojo 06/05/14

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wildweasel
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Re: [WIP] Pirate Doom!

Post by wildweasel »

Just as long as the rum bottle's pickup reads "Rum Rogers' Rum Surprise." =P

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Arch
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Re: [WIP] Pirate Doom!

Post by Arch »

Blox wrote:
Arch wrote:I think I´ll wait until I find good rum, wine and maybe beer sprites

Hmm.. :roll:

Edit: How's this? Image
EditEdit: Delicious, god awfully old wine: Image


Oh boy this looks very good, specially the wine, I had already replaced the pick ups with boose, now I don´t know what to do!

Image

Wine and Mug are from Monkey Island, and Rum I found in google.. I think it shows they are from diferent sources.. do you think you could do your wine bootle in the style* of this rum?

EDIT:* I mean, in the same resolution

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Xaser
 
 
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Re: [WIP] Pirate Doom!

Post by Xaser »

I think the Rum shown in the screenshot is a bit out of place, stylistically. That plus the scale it's at makes it look like it's been pasted over the screenshot rather than being an actual thing in the map.

Did I mention this project is really cool yet? :P

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Ethril
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Re: [WIP] Pirate Doom!

Post by Ethril »

re: skill level names

some of these are a bit less "funny" but it's a good start imo

"Landlubber"/"Bilge Rat"/"Barnacle Shucker"/"Wench"/"Scurvy-Stricken"/"Shark Bait"
"Deck Swab"/"Cabin Boy"/"Booty Shiner"/"Parrot Food"/"Hooker"
"First Mate"/"Plunderer"/"Rum Guzzler"/"Privateer"/"Keelhauler"
"Cap'n"/"King o' the Seas"/"Jolly Roger"/"Swashbuckler"
"Spawn of Davey Jones"/"Blackbeard's Scourge"/"Kraken Slayer"/"AVAST!" (This level be fer only the saltiest sea dogs! Press yer Y key if ye be bold enough!)

also you're going to need quit messages. i suggest replacing "press y to quit" with "Press Y to abandon ship", as well

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wildweasel
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Re: [WIP] Pirate Doom!

Post by wildweasel »

Could also pull a Monkey Island reference by naming the difficulty settings after all the descriptions of the pirates you duel in Insult Swordfighting..."Really Not Fearsome", "Mildly Fearsome", "Semi-Fearsome", "Really Fearsome", and "Captain Rottingham."

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Arch
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Re: [WIP] Pirate Doom!

Post by Arch »

Good ideas, for now I picked Shark Bait, Booty Shiner, Rum Guzzler, Cap´n and AVAST! Is it a good combination? I couldn´t understand half of those piratish words! :lol:
Suggestions of other combinations are welcome, maybe I´m missing good jokes there.
I liked the other texts too, but I still have to learn how to edit this stuff.

And here´s a screenshot with Blox´s sprites, I think Xaser is right, that rum didn´t fit.

[spoiler]Image[/spoiler]
This bottle of wine looks waaaay better, thanks a lot, Blox! You did those today or you already had these sprites? You posted them quite fast!

but I still think the rum bottle should be bigger, as it replaces medkits, and wine replaces stimpacks. I scaled it a little bigger, but this wine steals the show. I think it will make players choose wine instead of rum.

EDIT: I edited that first rum bottle, i think it´s a little better now:
Spoiler:

Blox
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Re: [WIP] Pirate Doom!

Post by Blox »

Yeah, the rum bottle was a bit too tricky to do.

But yeah, I began doing them as I posted that post. :p

The problem is that the wine probably fits better in the Might & Magic 6-8 model-render sprite style than just as a sprite! (oh boy)

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Abba Zabba
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Re: [WIP] Pirate Doom!

Post by Abba Zabba »

May I ask how you got the echo effect in that room seen in the game play video?

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Arch
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Re: [WIP] Pirate Doom!

Post by Arch »

it´s called reverbs, here´s a good tutorial: http://zdoom.org/wiki/REVERBS

Blox wrote:But yeah, I began doing them as I posted that post. :p
:shock: impressive

And here´s a new map with lots of new stuff:

pirate sounds - check
booze - check
new monster sprites - check
Imp flying hat - check
treasure cove map - check

DOWNLOAD: http://www.mediafire.com/download.php?y0e0h8bt7cjf9qi

Blox
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Re: [WIP] Pirate Doom!

Post by Blox »

Have a wooden beer mug (no beer yet D:):
Image
Edit: Damn, this went REALLY well: Image

Oh, and if someone wants a mana potion: Image
And here you have two basketless wine bottles:
Image Image

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Arch
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Re: [WIP] Pirate Doom!

Post by Arch »

Looking good!! I´ll test this wooden mug in game soon.

I recorded a gameplay video of map 01 with the new features:


RV-007
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Re: [WIP] Pirate Doom!

Post by RV-007 »

Nice progress.
I figure that the cacodemon could rise out of the ocean or float out of a cache to ambush the player. Say in map01, the cacodemons spy the player from the water at the start. You can make a climbable rope to reach higher (windy) mast levels. A chaingunner could be sniping the player from the mast.

I guess there would be jungles with cannibals (wolfensteinss?) or have some ship battles between the police/navy and the pirates. Underground caves work too. Moby dick and the kraken could be a feature (reference from old exploration maps). Seagulls, pigeons, rats, jungle animals, and destructable crates sound good too. X marks the spot.

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Arch
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Re: [WIP] Pirate Doom!

Post by Arch »

Good ideas, some of them (caves, x marks the spot) are already in map 03. Moby Dick references made me want to do a level inside the belly of a whale.

Here are gameplay videos for maps 2 and 3:

Melee Island:


Treasure Cove:

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Arch
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Re: [WIP] Pirate Doom!

Post by Arch »

Double posting to release a new version, features a new map, a new moster, a new gun, some new effects and finally a titlepic:

download: http://www.mediafire.com/?wg3h7zyi193d8yi
(also updated in the first post)

It´s GZDoom / Skulltag compatible now.

video:
MAP 04 "Sunken Ghost Ship":
Spoiler:


Screenshots:
http://imageshack.us/photo/my-images/717/ship1o.png/
http://imageshack.us/photo/my-images/402/ship2.png/
http://imageshack.us/photo/my-images/41/ship3j.png/

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Tormentor667
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Re: [WIP] Pirate Doom!

Post by Tormentor667 »

Arch, you are doing a brilliant job here, I love this :)

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