(WIP) Ashes Afterglow- DEFCON 2

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Re: (WIP) Ashes Afterglow- DEFCON 3

Postby Leglock » Sat Aug 28, 2021 11:34 am

Serathis wrote:Everything has to release at the same time! Hedon 2, Psychonauts 2, Ashes 2... and I'm more excited about a mod for a 25 year old game than psychoplatforming!

Fun fact, I made my account on this forum thanks to this mod. After so many years of watching cool projects, I had to thank Vos.
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Re: (WIP) Ashes Afterglow- DEFCON 3

Postby Artman2004 » Sat Aug 28, 2021 12:28 pm

Are all these news screenshots supposed to be part of flashbacks?
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Re: (WIP) Ashes Afterglow- DEFCON 3

Postby ReformedJoe » Sat Aug 28, 2021 12:48 pm

Artman2004 wrote:Are all these news screenshots supposed to be part of flashbacks?

They're a little peek into the world of Ashes before the apocalypse happened.
Spoiler:
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Re: (WIP) Ashes Afterglow- DEFCON 3

Postby willkuer » Sat Aug 28, 2021 1:40 pm

I'd really like to playtest this haha... but I know, I just don't have the spare time.
Honestly, I'm more excited about Ashes than anything on my wishlist or in my backlog... maybe it's the age... or bitterness :roll: . Anyways, I'm eager - this needed to be said :)

Rock on!
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Vostyok » Sun Sep 05, 2021 11:52 am

Jumping to the future briefly for the final trailer.
Last little bits left to finish before playtesting starts.
Release date will be confirmed in the coming days.

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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Captain J » Sun Sep 05, 2021 12:43 pm

Patrolling the Wasteland certainly will make you wish for new Ashes episode.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Joje » Sun Sep 05, 2021 2:58 pm

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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Joje » Sun Sep 05, 2021 3:05 pm

i would actually prefer to have the remastered ep 1 like one day or so before Afterglow drops from the heavens like an atombomb. Idk if i would be able to contain the hype while playing the first game again when i know i can be playing ep2.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby atarumoroboshi18 » Sun Sep 05, 2021 3:07 pm

Apocalypse Soon.jpg
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Miguelvillamizar94 » Sun Sep 05, 2021 10:06 pm

Everything is amazing guys . I just has a humble suggestion since this is done with the doom engine. Why don't you reduce the character speed and make it more difficult like with a bar of energy whenever he needs to run. Since doesn't makes sense to ride a bike if the character walks a way faster.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby EddieNahui » Mon Sep 06, 2021 9:54 am

Miguelvillamizar94 wrote:Everything is amazing guys . I just has a humble suggestion since this is done with the doom engine. Why don't you reduce the character speed and make it more difficult like with a bar of energy whenever he needs to run. Since doesn't makes sense to ride a bike if the character walks a way faster.

To start with you can toggle always run on and off if you don't want to move fast and a huge part of what makes games on the doom engine so satisfying is the movement especially the speed the last thing I'd personally want to see is that modern military shooter trope brought into a Doom Mod since movement in those types of games is painfully slow and to me takes away from the fun of playing those games mate.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Max Dickings » Mon Sep 06, 2021 3:30 pm

Oh excellent, a new trailer to watch a hundred times!

EddieNahui wrote:
Miguelvillamizar94 wrote:Everything is amazing guys . I just has a humble suggestion since this is done with the doom engine. Why don't you reduce the character speed and make it more difficult like with a bar of energy whenever he needs to run. Since doesn't makes sense to ride a bike if the character walks a way faster.

To start with you can toggle always run on and off if you don't want to move fast and a huge part of what makes games on the doom engine so satisfying is the movement especially the speed the last thing I'd personally want to see is that modern military shooter trope brought into a Doom Mod since movement in those types of games is painfully slow and to me takes away from the fun of playing those games mate.


Sometimes I'm not crazy about the blistering speed of some retro shooters, as I feel with enough skill you can negate most challenges outright unless you're in tight corridors or fighting enough hit scanners. Sometimes I really dig the slow glass-cannon combat which, as an example, Hideous Destructor is the pinnacle of. But that's my two cents and regardless of this discussion or my own opinion - I'd rather not see anything new or preference-based hold up this new chapter - I'm impatient enough for the sequel and remaster as-is and I mean these in the highest compliments possible and would still rather wait for a perfect product than have a sub-par one rushed out. :)

However I come offering solutions, Miguel. I just did a quick test and it appears you can use something like zmovement (loaded before the mod) and it works and you can adjust speeds to your heart's content. You won't get the stamina bar, yes (and I'm not sure if this'll effect the motorcycle segments or not) but this might be a way to get mostly what. Hope this helps.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby EddieNahui » Tue Sep 07, 2021 8:44 am

Max Dickings wrote:Oh excellent, a new trailer to watch a hundred times!

EddieNahui wrote:
Miguelvillamizar94 wrote:Everything is amazing guys . I just has a humble suggestion since this is done with the doom engine. Why don't you reduce the character speed and make it more difficult like with a bar of energy whenever he needs to run. Since doesn't makes sense to ride a bike if the character walks a way faster.

To start with you can toggle always run on and off if you don't want to move fast and a huge part of what makes games on the doom engine so satisfying is the movement especially the speed the last thing I'd personally want to see is that modern military shooter trope brought into a Doom Mod since movement in those types of games is painfully slow and to me takes away from the fun of playing those games mate.


Sometimes I'm not crazy about the blistering speed of some retro shooters, as I feel with enough skill you can negate most challenges outright unless you're in tight corridors or fighting enough hit scanners. Sometimes I really dig the slow glass-cannon combat which, as an example, Hideous Destructor is the pinnacle of. But that's my two cents and regardless of this discussion or my own opinion - I'd rather not see anything new or preference-based hold up this new chapter - I'm impatient enough for the sequel and remaster as-is and I mean these in the highest compliments possible and would still rather wait for a perfect product than have a sub-par one rushed out. :)

However I come offering solutions, Miguel. I just did a quick test and it appears you can use something like zmovement (loaded before the mod) and it works and you can adjust speeds to your heart's content. You won't get the stamina bar, yes (and I'm not sure if this'll effect the motorcycle segments or not) but this might be a way to get mostly what. Hope this helps.

While I appreciate your opinion and completely agree with you on the mechanic change holding up developement which I would not want I also would not be pleased if they turned the movement to be like the Hideous Destructor style as that mod is not enjoyable for me to play because of the movement. Furthermore neutering the movement speed would make using melee weapons miserable to use especially on Survival Hard which I use to conserve ammo especially on mutants since i'd rather not shoot melee enemies that i can beat down with good movement and timing your attacks and being aware enough to not get overwhelmed or surrounded I'm also someone who would rather people who are skilled enough be rewarded by having excellent movement skills and I can say from experience it does not negate all challenge but it does somewhat make it a bit easier but there as some scenarios that your prep is just as important as movement. Eitherway I can't wait for this to come out but at the same time I do want them to take their time to make sure it comes out in the best state possible but I'm sure Voystok and the lads will take their time and the game will be sick.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby ReformedJoe » Wed Sep 08, 2021 3:03 pm

Re the movement speed discussion we do not have any plans to change it as the gameplay, both combat and exploration, is balanced around it. Ashes is not meant to be "realistic" or "tactical". The motorcycle and its role is something we have debated about internally and there might be some changes in future episodes.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby atarumoroboshi18 » Wed Sep 08, 2021 8:40 pm

ReformedJoe wrote:Re the movement speed discussion we do not have any plans to change it as the gameplay, both combat and exploration, is balanced around it. Ashes is not meant to be "realistic" or "tactical". The motorcycle and its role is something we have debated about internally and there might be some changes in future episodes.


Ah, I get you! wink, wink. I can read between the lines...Redneck Rampage style Hovercraft confirmed in next episode!
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