[slow WIP] Shadows of Apocalypse - BETA public DEMO

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [slow WIP] Shadows of Apocalypse - BETA public DEMO

Postby ramon.dexter » Sat Oct 09, 2021 4:32 am

Back from the dead, again.

Need to note that I've finished qeusting in the first town and started working on the transition area between first and second city. It's finally coming together.

Also, major changes happened beneath the surface. With the help of mister Jarewill I"ve implemented some new mechanics, namely the weight of items and player stamina. So, I've stopped using the old way of defining amount of items and just left it all on max weight limit. Also, I've learnt a lot of zscript during that process, so I changed a lot of background scripting from acs to pure zscript. And yes, I've learned how to make zscript menus, so no need to bother with acs 'menus' built with hudmessages. Oh lord, how I hate this stuff!
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
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: [slow WIP] Shadows of Apocalypse - BETA public DEMO

Postby m1lk » Sun Oct 10, 2021 6:25 am

WOW!
User avatar
m1lk
 
Joined: 04 Apr 2021
Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [slow WIP] Shadows of Apocalypse - BETA public DEMO

Postby ramon.dexter » Mon Oct 11, 2021 1:01 am

Almost had a hearthstroke yesterday, due to my trashy mapping habits. I just have to remember that making a huge sctor, filled with smaller sectors, but not divided by any will cause big issues as the map grows bigger and bigger. Simply said, took me around a day to figure out why parts of the map lacks actors, why there are invisible walls and why I'm falling into voidspace... I just had to manually divide the huge sectors into smaller ones and then carefully check the nodebuilder for errors...

At least I learned something new :)
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
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: [slow WIP] Shadows of Apocalypse - BETA public DEMO

Postby Captain J » Mon Oct 11, 2021 2:53 am

Oh dear, it's indeed a big and large project. Take it easy and take your time!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [slow WIP] Shadows of Apocalypse - new video showcase

Postby ramon.dexter » Mon Oct 11, 2021 11:09 am

Allright, let's cut the talk...

Here is new gameplay video, recorded today, to showcase what I've yet implemented ingame.



For what's going on in the video:
I'm showcasing the non combat quests based in the first town, the Scrapyard. Some background info here:
Code: Select allExpand view
The Scrapyard.
A small hole that the locals call home. The Scrapyard was founded about 50 years after The War by a group of traders. In 2065, a small group of traders settled on the edge of the Zone.  They set up a small station here, offering supplies and water to everyone passing through the Zone.
Over the years, the small station became a small town as the newcomers settled in.
In 2073, rangers come to the town and set up a small outpost with a radio transmitter so they can monitor the local region. Due to the remoteness and complicated supply lines, only one man is stationed here, so the rangers are not a significant force here.
Now the Scrapyard is a commercial hub for the immediate and wider area. It is still an important caravan hub, but it is also a sovereign town with all that goes with it. The town is headed by a mayor. The first mayor and founder of the town was Tomas Neuwirth. His successors continued his legacy and helped the city grow. Currently, Jiří Krejčí is the head of the town. Outwardly he appears as an honest and incorruptible man, but everyone knows that the opposite is true.
The locals make their living mainly from agriculture. It's still a more stable way of earning an income than barter and trade in general. Around the town, but also in the city, you can find many fields where the locals grow their crops. In addition to farmers, there are also many traders in Smeštisht. It can be said that almost anything can be found here. Of course, at the right price.
The town is relatively orderly. There is no permanent police force, but the local gangs maintain order and fight petty crime. The kind they don't organize themselves. The gangs collect the usual ransom from local merchants to protect them from themselves.


Sorry for making teh video in czech - I'm designing it in czech, and haven't yet translated it. This is the major work, that I'm doing before public release. Buut, I've got a new friend to help me with this task, hehe. This friend is called DeepL, an AI translator. Works quite good, much better than google translte. This text about the town is actually direct output from the DeepL with minimal manual touch. Quite a good job, I say.

So, the first quest is simple. Owner of one pub wants players help with the competing pub in the southern part of the town. The task includes blowing up the southern pub's stills.
The second job is much simpler job, player is asked to deliver a food to a local too interested in his job. Easy task with small outcome, but it lets player to meet the locals and speak with them.

Also, when the player looks at the blue bus and the carts behind the market stalls, lease note that these object are not made with map sectors. Not anymore. Because of the complicated process of making such objects, I've actually moved to 3D models for such objects. So, from now on, most of cars, buses, and other objects in map will be represented by 3D models. I would love to include the zscript 3D model collision code, but it doesnt work with the rest of my zscript...so I've got to figure out what causes the issue. Eight now, collision is done by invisible bridges...Pretty dirty, involves multiple actors per model, but hey, it works for now!

Also, I'm showing this and there (I think before the first quest) the new status screen and main map screen, using the new zsrcipt statusbar code. Hell, the zscript is magical thing, allows me to make wonderful things.

And the end of the video shows the new camping gear, with brand new zscript zforms powered menu. So, the sleeping is right now purely visual. I mean, the screen just darkens, without any touch on sectorsor anything else. I still cannot decide if I want to control this aspect with ACS, or should I learn how to touch levels through zscript. So, this yet to be decided.

Also, you can note that when sprinting, the hand goes away. I must thank mr. Jarewill for teaching me this method. So, now running and shooting around. When you want to shoot, you have to stop. Also, running drains stamina. You want to replnish stamina? Stop and take a few breaths, it will recover quickly. The stamina is fixed value, but I can make some stims to boost it. And also, the sprinting stamina is raised when the strife stamina raises. Pretty simple trick with great outcome.

But for now, relax and watch.

PS: Also, I have to note that I've stopped using the 1.2 pixel ratio, so the graphics look little bit weird (at least to me :) ).
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
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: [slow WIP] Shadows of Apocalypse - BETA public DEMO

Postby Ghost Prototype » Mon Oct 11, 2021 11:46 am

Keep up the good work!
User avatar
Ghost Prototype
Be the problems you want to see in the world
 
Joined: 19 May 2013
Location: Philadelphia

Re: [slow WIP] Shadows of Apocalypse - BETA public DEMO

Postby Captain J » Tue Oct 12, 2021 2:53 am

As always, the quality you give to each map is astonishing. You're doing super great!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Arghonn and 5 guests