(WIP) Ashes Afterglow- DEFCON 2

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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Scuba Steve » Wed Sep 08, 2021 9:59 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.


Some Z axis tilting would certainly make any "jumps" on the cycle seem more thrilling... always felt odd when the bike would leave the ground but I would still be looking parallel to the ground.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Vostyok » Thu Sep 09, 2021 12:25 am

Scuba Steve wrote:
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.


Some Z axis tilting would certainly make any "jumps" on the cycle seem more thrilling... always felt odd when the bike would leave the ground but I would still be looking parallel to the ground.



Hmm.... this is actually a really good idea. I think I can imagine how this would work too. I'll play around with this and hopefully it'll find its way into the release.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby EddieNahui » Thu Sep 09, 2021 5:48 am

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.

Ahhh wonderful that is excellent to hear.
Vostyok wrote:
Scuba Steve wrote:
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.


Some Z axis tilting would certainly make any "jumps" on the cycle seem more thrilling... always felt odd when the bike would leave the ground but I would still be looking parallel to the ground.



Hmm.... this is actually a really good idea. I think I can imagine how this would work too. I'll play around with this and hopefully it'll find its way into the release.


agreed it is a great idea I also would be interested in seeing it implemented aswell
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby atarumoroboshi18 » Thu Sep 09, 2021 3:23 pm

I had an idea, just a small one. What if there could be an item called a 'scavkit', essentially a refillable field medkit? It would have 2 abilities, one would obviously be to heal the player, but the second one would be when it's the selected item in your inventory and you're near a healing item you could activate that healing item to add the healing amount to your 'scavkit'. This wouldn't be a constant and would have limited uses for balance reasons, but it would be a very helpful item in a number of ways.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby TDG » Fri Sep 10, 2021 4:43 am

atarumoroboshi18 wrote:I had an idea, just a small one. What if there could be an item called a 'scavkit', essentially a refillable field medkit? It would have 2 abilities, one would obviously be to heal the player, but the second one would be when it's the selected item in your inventory and you're near a healing item you could activate that healing item to add the healing amount to your 'scavkit'. This wouldn't be a constant and would have limited uses for balance reasons, but it would be a very helpful item in a number of ways.


Well there are already medical bags so an item like this is sort of superfluous.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby atarumoroboshi18 » Fri Sep 10, 2021 1:25 pm

TDG wrote:
atarumoroboshi18 wrote:I had an idea, just a small one. What if there could be an item called a 'scavkit', essentially a refillable field medkit? It would have 2 abilities, one would obviously be to heal the player, but the second one would be when it's the selected item in your inventory and you're near a healing item you could activate that healing item to add the healing amount to your 'scavkit'. This wouldn't be a constant and would have limited uses for balance reasons, but it would be a very helpful item in a number of ways.


Well there are already medical bags so an item like this is sort of superfluous.


I thought of it after realizing that I leave a lot of healing items around and I just thought, "Why can't I just take these with me? I'm a scavenger, why wouldn't I do that?" I would think of it like a sort of very rare one time use Stim/syringe, where you can fill it multiple times with random healing items, but only use it once to heal yourself and discard it. The more you fill it, the bigger the effect in essence.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby Vostyok » Fri Sep 10, 2021 2:23 pm

To be honest, the inventory system is quite cluttered at the moment with all the various stims, medbags and other items you collect along the way. In the future, might have to simplify it somewhat.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby atarumoroboshi18 » Fri Sep 10, 2021 3:03 pm

Vostyok wrote:To be honest, the inventory system is quite cluttered at the moment with all the various stims, medbags and other items you collect along the way. In the future, might have to simplify it somewhat.


This is your mod, I'm merely offering suggestions. No matter what you do, it's still absolutely amazing and I'm here for the ride! I'm even playing through 2063 again to get myself pumped for Afterglow and it's just as good now as when I last played it!
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby jiggly fatass » Tue Sep 14, 2021 10:56 am

Out of curiosity, has the playtesting started yet, or are the final touches still being worked on?
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby wildweasel » Tue Sep 14, 2021 11:41 am

jiggly fatass wrote:Out of curiosity, has the playtesting started yet, or are the final touches still being worked on?

I imagine the dev would have said so if it had.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby jiggly fatass » Wed Sep 15, 2021 10:29 am

wildweasel wrote:
jiggly fatass wrote:Out of curiosity, has the playtesting started yet, or are the final touches still being worked on?

I imagine the dev would have said so if it had.

Probably, but never hurts to ask, right? Guess I'm just eager for the release.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby ReformedJoe » Wed Sep 15, 2021 3:17 pm

jiggly fatass wrote:Out of curiosity, has the playtesting started yet, or are the final touches still being worked on?


We're very close to starting the playtesting phase.

Any new testers will be considered on a per case basis, but the playtesting group is pretty full at the moment.
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Re: (WIP) Ashes Afterglow- DEFCON 2

Postby lumbo7332 » Wed Sep 22, 2021 7:03 pm

So excited for this! Are you going to make the corpses that are lying around destructible?
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