[Unstable] There's Something About Tails
Posted: Sat Sep 08, 2012 2:58 pm
by Project Dark Fox
HECKIN' UNSTABLE AND NOT COMPLETEABLE. PLEASE VIEW THE README FILE.
HECKIN' UNSTABLE AND NOT COMPLETEABLE. PLEASE VIEW THE README FILE.
Spoiler: Old Text
Back by popular demand... and because some channels still didn't know I have it back up and running...
well, this silly thing.
Based on some stupid little sprite-now-drawn comic (link is down, working to get that back up) but taking a load of cues from Deus Ex, so you don't have to follow it to the letter at all. There's like a prison break-in at TSAT page 150 that you can completely not do at all or even do before heading back to town.
Oh yeah, the demo is now going to be extended to a whole chapter of maps. Six campaign maps, two special stages*, two Invasion** maps.
[DONE!] Thanks to wildweasel, at this time Goldeneye-style reloading is in. I still need to redraw all the damn weapon frames, but this is a big start towards working out weapon and game balance in the long run.
[DONE!] RPG elements: using the same shop menu system (see MAP06 screenshot 2), your character can level up weapon classes or some of his attributes. Training may be done at any time, just do it in a safe place. Skill point gain should be 1:1 to Bounty^ gain, and you can get additional rewards separate from Bounty gain.
[ - ] The marine sprites haven't been touched yet ever since I let Sodaholic go. I plan to rectify this soon.
[ - ] Weapon sprites also all need a major overhaul. Some of them must be replaced due to copyright concerns (shotgun).
[ - ] Speaking of sprites, Knothole is almost completely devoid of any NPCs.
[ - ] Melee combo system; with weapons lowered, I plan to take cues from FEAR's melee combos. With a weapon up it will be a generic weapon bash.
[ - ] Lots of map and script bugs to fix, and there's a whole bunch of plot stuff left to do for MAP06. Stuff that won't even be in the comic but provides loads of insight into the everarching lore of the series.
[ - ] A lot of textures are still getting redone. FreeDoom is a nice resource, but I need to do a lot of this on my own to make it feel more like itself than a port of another game. Which is dumb.
[ - ] Because of the new RPG system, I am constantly rebalancing and re-engineering it for proper balance. As it stands, the pistol is ridiculously overpowered when Pistols and Reloading are at level V.
MAP01 has you starting waking up from bed after they freshly grew you from the much more pathetic child body. Unfortunately, you find that you're... quite squishy. While working to escape the outpost, you will especially be constantly trying to find armor to protect yourself. Keeping mobile and/or behind cover also helps.
Estimated percent complete: 100%!
Musical credit: "The Battalion Approaches" is by our very own James Paddock. This track was made for TSAT.
To do here: Just fix any bugs that crop up. This map is ready!
MAP02 reunites you with the last team, leaving you responsible with the princess. Fun. Beneath all this, however, you discover there's quite an operation going on here. It's no wonder why they found the UGR base...
Estimated percent complete: 95%
Musical credit: "Traction" is by Frank Klepacki, from Command & Conquer: Red Alert. Red Alert is a freeware title.
To do here: There's currently a weird pathfinding bug with your party that I am trying to work out but this map is otherwise about ready.
One room also needs detailing.
MAP03 is the main hub for the entire chapter; from here, you can reach the UGR, the prison to the east, and Knothole to the north (from two entrances, one is less obvious). The area's pretty locked tight, however, and bad guys are crawling everywhere. At the same time, there are a lot of secrets to find and explore out here. Your babysitting mission also ends here, leaving you to your own devices.
Estimated percent complete: 90%
Musical credit: EVE_Rock_01.mp3 (aka "Mercenaries") by Jon Hallur "CCP RealX" from EVE Online. Explicit permission has been obtained for this track.
To do here: Some areas still lack some detail, one exit is not finished, and a boss battle is supposed to occur here. Oops, I said too much! :3
A nasty encounter near the beginning also needs to be properly balanced out.
Fun fact: this map can be completely passed over if you totally want to.
The prison east of town is not exactly the most secure in the world, but there sure is a lot of enemy activity here. Obviously the Freedom Fighters have a lot of POWs they want freed, but who knows what other secrets the human marine forces could be hiding here?
Estimated percent complete: 70%
Musical credit: "Rescue" by Heinz Schuller and cornboy from MechWarrior 4: Mercenaries. Mech4: Mercs is a freeware title.
To do here: There's a lot of core components of this map missing at present. Most of the scripting isn't in yet. Also, I need mobile Mobian NPCs, including some key NPCs to flesh out the map further.
MAP05: Cavern Springs
This area is mostly used to pick up clean well water. Because Knothole village doesn't yet have running water, folks come down here frequently for fresh water; ring lake's water is quite stagnant and isn't the best for drinking. A few marines hang around here, but they're likely scouts.
Estimated percent complete: 85%
Musical credit: "I Saw Your Ship" by Jon Hallur "CCP RealX" from EVE Online. Explicit permission has been obtained for this track.
To do here: Some hidden fun stuff and a script trigger for a secondary objective is missing. This is a very small map that has little to do in it.
Don't expect much combat in Knothole Village, but there's planned to be plenty to do in terms of finding out everyone's story. A slew of surprises are to be kept hidden here, as it seems like everyone has skeletons in their closets. You can also buy -- but not sell -- equipment from the shopkeep to the southwest, but he's kind of an ass.
Estimated percent complete: 60%
Musical credit: "Against the Odds" by Jeehun Hwang from MechWarrior 2: 31st Century Combat. The legality of this track is in doubt.
To do here: Gah, where do I start?! I find more things to hide, but it becomes glaringly obvious that I have other crap to put in, such as conversation scripts, NPC sprite work, and oodles of other work! The map geometry itself is almost done, but it goes FAR beyond that!
The Other Levels:
Special Stage 1: The Docks - 10% Complete
Special Stage 2: The Terminal - 10% Complete
Invasion 1: UGR Base - 90% Complete
Invasion 2: Knothole - 15% Complete
Fists: 0% Artwork
Secret Melee Weapon: 0% Artwork (Pickup sprite and voxel DONE)
Ryce-9 Pistol: 0% Artwork (Pickup sprite and voxel DONE)
CS-66 Berserker Shotgun: 0% Artwork (Pickup sprite and voxel DONE)
M-78 Paladin Assault Rifle: 0% Artwork (Pickup sprite done)
Secret Assault Weapon: 0% Artwork
M-79 Excalibur Pulse Laser: 0% Artwork (Pickup voxel done)
X-GG1 Prototype Railgun: 0% Artwork (Pickup sprite and voxel DONE)
Extra note: The gold number to the bottom right is there for debugging purposes. It's your faction standing with the Freedom Fighters. 1000 is neutral. Higher is good, lower is bad. It should affect the game's ending (and the demo will even have a couple endings), and it even impacts your prices. Because I decided to be the good guy, the Shopkeep's prices are down as a result.
EDIT: Constructive criticism is always accepted. Please don't be a dick about it, but if there's something wrong with the project, please say so and why. I can always go back to something to fix it.
Also added map descriptions.
EDIT2: Release date is "When It's Done". A deadline will be posted when it is that close to being ready.
EDIT3: Added screenshots and a description for MAP04.
* Chaos Emerald collection is in. Super form is planned.
** Invasion maps are completely ACS coded, and so the gameplay will be just a little different -- especially since it emphasizes lives and scoring. They do not require Skulltag/Zandronum to run. (They won't run under those ports anyway)
^ You gain money by killing enemies. The tougher they are, the more you earn.