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Re: [GZDOOM] Deluge: Onset [WIP]

Posted: Thu Nov 26, 2020 10:09 pm
by ChocoGuevara
I used to play your Deluge map back in Sven Co-op and I must say this looks like a most exciting project to look forward to!

Destructible Props

Posted: Sun Nov 29, 2020 9:41 am
by Chief Smokey
[imgur]https://imgur.com/ys800RO[/imgur]
[imgur]https://imgur.com/oEvhVQa[/imgur]
[imgur]https://imgur.com/nbDSVgK[/imgur]
[imgur]https://imgur.com/F3ML4DG[/imgur]

Good news!

Posted: Sun Jan 24, 2021 5:17 pm
by Chief Smokey
After nearly two grueling months of fixes and improvements, Deluge steps into 2021 with confidence. New abilities like telekinesis and teleporting, mass code optimization, new and improved assets, mapping additions and a focused drive for the next phase of development are signs of a release this year.

[imgur]https://imgur.com/kgD4xUj[/imgur]
[imgur]https://imgur.com/lWC3iNZ[/imgur]
[imgur]https://imgur.com/xS8AFEb[/imgur]
[imgur]https://imgur.com/r8Ea7zM[/imgur]

Further mapping work

Posted: Fri Feb 19, 2021 8:40 am
by Chief Smokey
Updates to map 5 - The Underworld.

[imgur]https://imgur.com/M2pWsiJ[/imgur]
[imgur]https://imgur.com/i9MoePA[/imgur]
[imgur]https://imgur.com/37vXBF9[/imgur]
[imgur]https://imgur.com/Jnbojif[/imgur]

Re: [GZDOOM] Deluge: Onset [WIP]

Posted: Fri Feb 19, 2021 11:07 am
by Mnemnon
Looks awesome, can't wait to give it a try myself :)

Some gameplay showcasing

Posted: Sun Feb 28, 2021 11:30 am
by Chief Smokey
Featuring player abilities, monster behaviour, prop physics, visual effects and environment design.


Another internal build finished

Posted: Tue Mar 23, 2021 5:42 pm
by Chief Smokey
Containing a slew of new assets, fixes for many minor bugs, expansions to the maps and an overhauled ending sequence. The next build will be open for playtesting on the development discord server.

[imgur]https://imgur.com/aWesv9g[/imgur]
[imgur]https://imgur.com/VoabItB[/imgur]
[imgur]https://imgur.com/9RtgT2n[/imgur]
[imgur]https://imgur.com/rA6GwWz[/imgur]

Re: [GZDOOM] Deluge: Onset [WIP]

Posted: Wed Mar 24, 2021 12:45 am
by Captain J
What's that big guy?? :shock:

Bacillus City, then and now.

Posted: Wed Mar 31, 2021 3:37 pm
by Chief Smokey
[imgur]https://imgur.com/mdAgYXC[/imgur]
[imgur]https://imgur.com/ZjckT9k[/imgur]

A ModDB page has been opened

Posted: Wed Apr 07, 2021 11:03 am
by Chief Smokey
The ModDB page will be updated after a new build has been compiled after every dev sprint and will contain information pertaining to what has been done over the development period.

https://www.moddb.com/mods/deluge-onset

Re: [GZDOOM] Deluge: Onset [WIP]

Posted: Wed Apr 07, 2021 2:53 pm
by Negatronica
Looks awesome. Love the graphics, especially the gore trees.

Overhauled Opening

Posted: Thu Apr 22, 2021 9:03 pm
by Chief Smokey
As gameplay features continue to be refined there is more reason to be crystal clear with teaching the player about their abilities and what is required of them to progress. To this effect a whole new tutorial map has been created covering the basics of player abilities and early game combat. You'll also get another glimpse at the looming behemoth that is Bacillus City.

[imgur]https://imgur.com/kEHRJ9J[/imgur]
[imgur]https://imgur.com/b92V055[/imgur]
[imgur]https://imgur.com/W826ZPZ[/imgur]
[imgur]https://imgur.com/whkajZj[/imgur]

Re: [GZDOOM] Deluge: Onset [WIP]

Posted: Fri Apr 23, 2021 12:02 am
by Captain J
Absolutely astounding mapping. The last one looks absolutely big and i thought it wasn't doom map at all. :shock:

June 2021 Update Showcase

Posted: Mon Jun 07, 2021 7:33 am
by Chief Smokey
After several months of grueling development much progress on Deluge has been made, involving overhauls to major elements such as player abilities, monster AI, level design and many assets related to weapons and props.



[imgur]https://imgur.com/PN6irXM[/imgur]
[imgur]https://imgur.com/jQOhCiI[/imgur]
[imgur]https://imgur.com/75arcey[/imgur]
[imgur]https://imgur.com/qEL1rZx[/imgur]

Mapping refinements and code overhauls

Posted: Thu Jul 29, 2021 6:33 pm
by Chief Smokey
With the layout and basic journey of each map now more or less finalized, it is now time to fine tune the visuals with an art pass to really bring out all the meaty details.

[imgur]https://imgur.com/rMF445I[/imgur]
[imgur]https://imgur.com/9W6S0UM[/imgur]
[imgur]https://imgur.com/VWSd6Y2[/imgur]
[imgur]https://imgur.com/EhxhUZG[/imgur]

In other news, there has been much in the way of code overhauls. These range from performance optimizations (certain areas now have a framerate boost up to 50, and think times for actors are cut down across the board) to streamlining of weapon functions to new AI practically remade from scratch.

When this work is finished, the stage will be set to complete the planned monster roster and implement the last remaining major gameplay elements - in effect making the mod ready for the final polish phase where placeholder assets will be replaced.