Snap the Sentinel (v2.3) ~ EPISODE 1

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: Snap the Sentinel (v2.2) ~ EPISODE 1

Postby Captain J » Wed Jan 19, 2022 10:01 am

Just beat Episode 1 again and yeah, those are decent and fair changes! Nice to see that Terajolts got nerfed and now i have to kick stuff to interact, obtain weapons. Which is fine because now i can reserve weapon without having to dodge.
Spoiler: "Spoilers yo, and it's kinda about the kicking the weapon can mechanism"
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Snap the Sentinel (v2.2) ~ EPISODE 1

Postby gennoveus » Thu Jan 20, 2022 9:05 am

Just wanted to pop by and say I just finished episode 1 and was blown away. That was insanely fun. Thanks! I'll def. be paying handsomely for future releases as it's clear a huge amount of time and love was poured into this.
User avatar
gennoveus
COMPOUND dev (VR, on Steam!)
 
Joined: 24 Sep 2017
Discord: Bevan#5831

Re: Snap the Sentinel (v2.2) ~ EPISODE 1

Postby TehRealSalt » Wed May 11, 2022 9:19 am

Didn't plan on making this patch, but I see lots of blind playthroughs guilty of running the IWAD as a Doom PWAD (which causes lots of minor subtle issues that make the game look much more unpolished). Since I had to make a patch anyway, I went ahead and threw a bunch of quality of life tweaks already made for Episode 2.

Episode 2 development is still going well, but what has been done isn't really showable -- lots of concept art, and prototypes of the new enemy cast. Not really polished enough yet for me to be really confident in showing off yet, hoping to get some level design work done soon. (Hopefully I'm done with patches so I can fully focus on it, lol.)


(gif of new knockback VFX)

v2.3 changelog:
  • You can no longer run Snap as a Doom PWAD. (It's a standalone IWAD!!)
  • Updated Directional Influence mechanics. This should hopefully make it clearer how to escape hitlag combos, especially in Versus.
    • Added the following visual effects:
      • Shift DI gives you colored afterimages, to show other players how you're moving.
      • Velocity DI has a ring explosion, which spews dust in the direction of the original knockback. (When using VDI, you'll be sent away from the dust.)
    • Velocity DI's effect was made significantly stronger.
    • Shift DI was totally reworked to be fully automatic, instead of only semi-automatic. This will make Shift DI really easy for pretty much anyone to use effectively, instead of being an incredibly obscure mechanic. The following changes were made:
      • Mash shifting was removed entirely.
      • Automatic shifting was made to be as strong as mashing used to be.
      • You now get automatic shifts every single time hitlag is added to you, instead of only after hitlag.
    • Knockback was made even stronger, to allow DI to be used to escape more scenarios.
  • Replaced the Powerup Copter sprites with a 3D model.
  • Added relative skybox viewpoint objects. These are used in VS1 to make the death plane more seamless.
  • Improved directioning for the various connecting points in E1M4's central room.
  • Improved directioning for the red key door in E1M6.
  • Improved directioning for the bank area in E1M8 Normal.
  • Slight length & directioning changes for E1M9.
  • Optimized event handler usage. Poorer machines may feel a slight performance increase.
  • Player corpses now utilize Hexen's corpse queue; by default, only 64 corpses will be allowed to pile up in multiplayer.
  • Made the invincibility period after using Septacrash far shorter, to make it less cheesy in Versus.
  • Versus Random Weapon roulette starting position gets offset by one each time you use the roulette. Intended to reduce the feeling of "this weapon again?"
  • "Spawn farthest" is now default in Versus.
  • Adjusted default multiplayer connection settings. After some experimentation, these settings play significantly more smoothly with poorer connections.
  • Fixed cacti being solid for a short time after they've already exploded.
  • Fixed player sorting on the multiplayer HUD with more than 2 players.
  • Fixed the 7th bullet's center afterimage being misaligned.

https://tehrealsalt.itch.io/snap-the-se ... 23-release
User avatar
TehRealSalt
ヽ(◕ᴥ◕)ノ
 
Joined: 03 Apr 2014
Discord: TehRealSalt#6754
Github ID: TehRealSalt
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Snap the Sentinel (v2.3) ~ EPISODE 1

Postby JohnnyTheWolf » Wed May 11, 2022 8:31 pm

I might have said it before, but this game is so incredibly cool, I cannot believe it was made in seven days for a game jam. :D

I know the Sega Genesis would have never been capable of running it and yet it feels like it was tailor-made for the console!
Last edited by JohnnyTheWolf on Thu May 12, 2022 12:04 pm, edited 1 time in total.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Snap the Sentinel (v2.3) ~ EPISODE 1

Postby gennoveus » Thu May 12, 2022 12:19 am

Will you consider a Steam release? Would be convenient to have it in my library and I'm sure it will help bring in new players pay the way for further development.
User avatar
gennoveus
COMPOUND dev (VR, on Steam!)
 
Joined: 24 Sep 2017
Discord: Bevan#5831

Re: Snap the Sentinel (v2.3) ~ EPISODE 1

Postby TehRealSalt » Sun May 15, 2022 10:52 am

Yes, I have already been planning to put it on Steam! Dunno when exactly though, keep arguing with myself over that :p
User avatar
TehRealSalt
ヽ(◕ᴥ◕)ノ
 
Joined: 03 Apr 2014
Discord: TehRealSalt#6754
Github ID: TehRealSalt
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: SanyaWaffles and 15 guests