Page 1 of 2

Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 2:26 am
by Jaska
This is continuation to my project "Lost civilization". This is "Part 2".

12.12.2019 I decided to continue with this "Lost civilization" theme. Since then I've been collecting resources and experimenting with GZDoom engine(UDMF, as part 1 was Boom compatible). PK3 is now over 140 megs and growing. I'll update here the progress of the project. My aim is to get something released even this year (2020). It has now revolutionary "play soccer with demons" simulation!

Current status 2.4.2020: (I put it between"code" markers, without it I lost indentations.)

Starting slowly to stream mapping and playing some maps.
https://www.twitch.tv/doomedjaska

Updated values 2.9.2020, older one between () if changed.
Code: Select allExpand view
Improvements (All are going to change to some degree)
    Visual
        Better texture resolution for the most textures 14000 (~12000)
        Lots of decorations, lamps, trees, bushes ~400
        Models decorations 500 (~340)
        Destroyable props, ~20
        GZDoom effects: fog, clouds, floor glow, reflections, portals, 3d-floors, lens flares, possibly rain, snow etc.
        Changing environment
    Gameplay
        More monsters ~50
        More weapons ~15
        More items  ~10
        Inventory items ~12
        NPCs with dialog ~15 ideas
        Roleplay elements
            Example: Find firewood to NPC and get rewarded with hunting rifle.
            Example: Give a fieldkit to a sick NPC or use it for yourself.
            Example: Exchange your precius weapon for armor
            Example: Find food for hungy NPC or eat it yourself
            Example: Find 10 bottles of wine to bartender for random powerup
        Hub-world filled with interconnections and missions (optional and story).
        Many skill levels to give something for everybody (5)
            -Just exploring
            -Easy
            -Normal
            -Hard
            -Impossible! (resource starvation, avoid some enemies)
        More verticality with 3D-floors
        Allies, free captivated NPCs.
        Changing environment (maybe even how you choose)
        Interaction with world. Destroyable, pushable, fixable, usable or locked objects.
        Environmental hazards, poison clouds, lava, nukage, (maybe electic, cold)
        Scripts


Some may think if there will be too much monsters, weapons and stuff. I will cut off anything that will not fit.. Now I'm at the point where I play with everything I can get. Call it sandbox phase or something.

This has quite the same design goals as the first part.
-Fun
-Nonlinear
-Lifelike environments
-Good flow

This also has roleplaying aspects. You start with maximum health of 50 which can be risen with "vitality serums". You start very weak and end up as a poweful hero. There should be always some tension towards health&armor, ammo and more powerful weapons and exploring either towards story items or items you can barter with NPCs.

Screenshots! [2.9.2020]




Spoiler:


Crosspost:
https://www.doomworld.com/forum/topic/1 ... nt-thread/

Re: Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 2:31 am
by Jaska
I haven't got much progress on last month. Something quite cool still. Dynamically breakable environment! This is still only a test setup.

Spoiler:

Re: Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 4:13 am
by YukesVonFaust
Jaska wrote:I haven't got much progress on last month. Something quite cool still. Dynamically breakable environment! This is still only a test setup.

Spoiler:

Damn, i'm getting a lil' duke3d vibe from there. nice job!

Re: Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 6:08 am
by Dynamo
Glad to see your project here as well :thumb: Lost Civilization part 1 is one of my favorite mods of all time, so to see the sequel being made for GZDoom is very interesting as well! I do like the idea of breakable level geometry, something I've experimented with on my own maps as well, normally I have several other explosions spawn in front of it which is what Duke3D itself does, if you want I can record a test video showcasing it but I'm sure you're already well aware of such things.

The main screenshots look amazing of course, although perhaps that orange sky could be turned into something a little bit more interesting... Nonetheless, keep it up! :D

Re: Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 6:52 am
by Jaska
YukesVonFaust: One of the best things in Duke was destructible environment. Trying to get some that feel to my project as well.

Dynamo wrote:Glad to see your project here as well :thumb: Lost Civilization part 1 is one of my favorite mods of all time, so to see the sequel being made for GZDoom is very interesting as well! I do like the idea of breakable level geometry, something I've experimented with on my own maps as well, normally I have several other explosions spawn in front of it which is what Duke3D itself does, if you want I can record a test video showcasing it but I'm sure you're already well aware of such things.

The main screenshots look amazing of course, although perhaps that orange sky could be turned into something a little bit more interesting... Nonetheless, keep it up! :D


Thanks! Those are individual boards there:


Don't know if I need video but I'm surely interested how you have implemented it. My current way has its limitations.

I'm actually planning to use 3d skybox but haven't yet tried it. I've downloaded some but I don't know if they fit, they have been used for Quake or something. Another idea was to have dynamic weather system with changing skies but lets see...

Re: Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 6:50 pm
by batos2
Orale, if you are going to have custom monsters and NPCs, I recommend this grand pack of custom monsters: :D
https://zandronum.com/forum/viewtopic.php?t=4445
And they can be compatible with GZDoom. :roll:

Re: Lost civilization, Part 2 [WIP]

PostPosted: Thu Apr 02, 2020 7:32 pm
by gennoveus
Those environments look amazing!

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sat Apr 04, 2020 12:02 pm
by Jaska
batos2 wrote:Orale, if you are going to have custom monsters and NPCs, I recommend this grand pack of custom monsters: :D
https://zandronum.com/forum/viewtopic.php?t=4445
And they can be compatible with GZDoom. :roll:


Well that's a lot of monsters! I think I already have more what I need. There may be even a need to remove custom assets than add at this point but lets see what there is.

Thanks gennoveus!

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sat May 02, 2020 1:50 am
by Jaska
Screenshot time!

Dynamically breakable facade.


View from inside after a litte destruction.


More:
Spoiler:

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sat May 02, 2020 9:44 am
by skdursh
Holy shit Jaska, the visuals have seriously leveled up in comparison to the first LC, which already looked and played phenomenally. This is looking really, really, really good. I am thoroughly impressed. Can't wait to play.

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sat May 02, 2020 9:55 am
by Enjay
Very nice, very nice indeed. :yup:

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sat May 02, 2020 5:26 pm
by YukesVonFaust
Now I have a really good reason why I loved lost civilization to death now.

Please. More of this.

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sat May 02, 2020 9:00 pm
by Dynamo
As the others have said, this is looking really great. Can't wait to play it.

Re: Lost civilization, Part 2 [WIP]

PostPosted: Sun May 03, 2020 5:17 am
by Jaska
Thank you all! :)

Re: Lost civilization, Part 2 [WIP]

PostPosted: Tue May 05, 2020 12:22 am
by AschTheConjurer
I love the first Lost Civilization to pieces, and a sequel that adds a bunch of epic new features not seen before in a TC mod would be more than welcome. However, I still feel the need to ask that a "Vaccinated" version gets to exist alongside this big undertaking:

There's a noticeable lack of "vaccinated" mapsets that try really hard for realistic and believable environments instead of videogamey ones - at least, the only others I can think of off the top of my head are MarkIV's Hell On Earth (which is not "Vaccinated" to my knowledge but happens to work with some mods), and Bloody Steel (BLDSTLP.wad), maybe some individual levels from the Joys Of Mapping community collabs, and some small parts of ALFONZONE.

TL;DR: It'd be great to get a version of this potential Lost Civ Part 2 that's just the levels themselves, so it works with mods and such.