Re: [WIP] Shadows of Apocalypse - new pics and info

Its time for a small update.
I've been busy in work, so I don't have much time to work on this. But I have some spare time to draw some sprites, so I'm spriting.
Here are two new vendors, based out of strife's vendor. Pretty nice guy, easy to recolor (translate), so frankespriting is easy.

And a new raider. Aheavy guy, based on zrrion theinsect's quake guy. The head is inspired by Yholl's biker guy in DoomRL arsenal. The shoulder thing is from hexen warrior player sprite. Not fully finished, only walking and shooting frames. The spiriting is not hard, but it takes a lot of time, to draw like 60 frames for each enemy - I dont want to use mirroring.

Also, I'm slowly coming to a decision that it needs a serious re-work. I started this just because I was bored, without any real goal. Then I adopted the Shadows of Apocalypse setting, but without any real story. The first goal was the open, free world, which I found out to be unreal goal for my skills at that time (and that is true for now, I just started to learn the zscript, but coding a system that drives an open world is way over my skills). All the maps I've yet created looks good, and maybe I'll post them anywhere so anyone can use them. But the main problem is, that I made them more eyecandy, than actually fun to play. Too large open areas, hard on machine side, without any real, gameplay content. If this would be released, it will be more a walking simulator, than actual game. And I want to make something that would be fun to play. So I started working on a real story, that would help me design the maps and make the maps actually fun or at least interesting to play. So the pics that I yet released are showing something like pre-pre-alpha stadium and most of the locations will be changed. I started learning the build engine games guidelines (well, to be honest, I'm playing eduke32, blood with some weird java port and shadow warrior), trying to embrace the style of these games. GzDoom engine could be counted as equal to Build (minus the moving 3D floors, which are impossible thanks to BSP tree). So I want to focus on smaller maps, filled with content, rather than big, real-like but empty maps. So, the yet produced maps would be released as a kind of weird walking simulator, but the main focus is:
1) finish the story. Please, don't expect anything original. Cliche full of cliches. The game won't be a phylosphical simulator, it will be an B action shooter with some story and side quests. So cliches are good when used properly, I think.
2) Start working on new maps. Start from the concept, not with the builder directly. I think I can use some maps, but I think it would be easier to create new ones than re-make the existing ones.
3) Make some more post-apocalyptically themed enemies and npcs. I've yet created three variants of "normal" raiders and a heavy one. Two variants of vendors, plus five variants of translated stock Strife vendors. Five variants of strife civilians, but only males. No post-apo theme. The only npcs that could be used without any modifications are the strife beggars. So I have four translated variants. If anyone has some npcs with some post-apo/cyberpunk look, I would appreciate to use them (already credit
).
What is yet created:
- journal system, based on ZSDF dialog script and dummy invisble inventory items for quest mechanics
- inventory items - healing, grenades, protective; powerups could be activated and de-activated; powerups like shield, invisibility and night vision uses energy cells as energy (each with different drain speed); armor that could be worn when player wants, not when is picked up; food (basically healing items dressed as food)
- new weapon system, inspired by stalker series (mainly Stalker: Call of Pripyat) - player has three "slots" for weapons. Small guns, medium guns, big guns, so three weapons could be equipped at one time. Weapons are therefore divided into three groups, based on their size. Plus extra slot for melee weapons and one slot for portable lights - flashlight from realm667 and old oil lantern.
- lots of enemies - mainly "mutated" insects (from aracnocide), then some theme-fitting enemies from realm667, cannibals by Vostyok. The main pain are the human enemies - raiders, some militia. I can work with strife's resources, but if anyone have some human type enemies than would fit the post apocalyptic setting, I woul d breally happy. It could save me a lot of time.
scripting:
- ACS driven HUD showing location information and maybe some RPG stats, if I'll design some rpg system. Fully toggleable by a keypress, Maybe I'll make a menu for these things.
- HUD showing enemy HP and name
- HUD compass (the most complicated thing, actually not that hard to make. Could be tweaked)
- weapons in zscript
- interactive items in zscript - no need for dummy tokens for the advanced use mechanics
So I can do most of the work, but I would appeciate some help. At least for the spriting side, thats my main pain.
I've been busy in work, so I don't have much time to work on this. But I have some spare time to draw some sprites, so I'm spriting.
Here are two new vendors, based out of strife's vendor. Pretty nice guy, easy to recolor (translate), so frankespriting is easy.
And a new raider. Aheavy guy, based on zrrion theinsect's quake guy. The head is inspired by Yholl's biker guy in DoomRL arsenal. The shoulder thing is from hexen warrior player sprite. Not fully finished, only walking and shooting frames. The spiriting is not hard, but it takes a lot of time, to draw like 60 frames for each enemy - I dont want to use mirroring.
Also, I'm slowly coming to a decision that it needs a serious re-work. I started this just because I was bored, without any real goal. Then I adopted the Shadows of Apocalypse setting, but without any real story. The first goal was the open, free world, which I found out to be unreal goal for my skills at that time (and that is true for now, I just started to learn the zscript, but coding a system that drives an open world is way over my skills). All the maps I've yet created looks good, and maybe I'll post them anywhere so anyone can use them. But the main problem is, that I made them more eyecandy, than actually fun to play. Too large open areas, hard on machine side, without any real, gameplay content. If this would be released, it will be more a walking simulator, than actual game. And I want to make something that would be fun to play. So I started working on a real story, that would help me design the maps and make the maps actually fun or at least interesting to play. So the pics that I yet released are showing something like pre-pre-alpha stadium and most of the locations will be changed. I started learning the build engine games guidelines (well, to be honest, I'm playing eduke32, blood with some weird java port and shadow warrior), trying to embrace the style of these games. GzDoom engine could be counted as equal to Build (minus the moving 3D floors, which are impossible thanks to BSP tree). So I want to focus on smaller maps, filled with content, rather than big, real-like but empty maps. So, the yet produced maps would be released as a kind of weird walking simulator, but the main focus is:
1) finish the story. Please, don't expect anything original. Cliche full of cliches. The game won't be a phylosphical simulator, it will be an B action shooter with some story and side quests. So cliches are good when used properly, I think.
2) Start working on new maps. Start from the concept, not with the builder directly. I think I can use some maps, but I think it would be easier to create new ones than re-make the existing ones.
3) Make some more post-apocalyptically themed enemies and npcs. I've yet created three variants of "normal" raiders and a heavy one. Two variants of vendors, plus five variants of translated stock Strife vendors. Five variants of strife civilians, but only males. No post-apo theme. The only npcs that could be used without any modifications are the strife beggars. So I have four translated variants. If anyone has some npcs with some post-apo/cyberpunk look, I would appreciate to use them (already credit

What is yet created:
- journal system, based on ZSDF dialog script and dummy invisble inventory items for quest mechanics
- inventory items - healing, grenades, protective; powerups could be activated and de-activated; powerups like shield, invisibility and night vision uses energy cells as energy (each with different drain speed); armor that could be worn when player wants, not when is picked up; food (basically healing items dressed as food)
- new weapon system, inspired by stalker series (mainly Stalker: Call of Pripyat) - player has three "slots" for weapons. Small guns, medium guns, big guns, so three weapons could be equipped at one time. Weapons are therefore divided into three groups, based on their size. Plus extra slot for melee weapons and one slot for portable lights - flashlight from realm667 and old oil lantern.
- lots of enemies - mainly "mutated" insects (from aracnocide), then some theme-fitting enemies from realm667, cannibals by Vostyok. The main pain are the human enemies - raiders, some militia. I can work with strife's resources, but if anyone have some human type enemies than would fit the post apocalyptic setting, I woul d breally happy. It could save me a lot of time.
scripting:
- ACS driven HUD showing location information and maybe some RPG stats, if I'll design some rpg system. Fully toggleable by a keypress, Maybe I'll make a menu for these things.
- HUD showing enemy HP and name
- HUD compass (the most complicated thing, actually not that hard to make. Could be tweaked)
- weapons in zscript
- interactive items in zscript - no need for dummy tokens for the advanced use mechanics
So I can do most of the work, but I would appeciate some help. At least for the spriting side, thats my main pain.