This is a project I've been working on sporadically since about 2018 - Nukage is intended to be a TC, with unique weapons, enemies, levels, textures, and gameplay mechanics. The general premise is that the seemingly-textbook morally ambiguous megacorp Summerfield Development's research space station, the ORS-1, is being overrun with alien soldiers hellbent on finding a mysterious machine that the company has been conducting clandestine experiments with; your employer considers maintaining possession of the device a priority of paramount importance, and has dispatched you to the station to drive the alien menace off by any means necessary. In your mission to re-establish control of the station, however, you may find out there's more to this machine - and the aliens' connection to it - then even Summerfield is willing to admit. Of course, uncovering inter-department conspiracies, sorting out company politics, and turning humanity's understanding of the nature of reality upside down isn't what you're here; you're just here to clean up Summerfield's mess - it is, after all, why they call you...the Problem Solver.
An introduction to Summerfield Development, the eponymous megacorp (credit goes to Adrian Malacoda for the intro):
The Summerfield Development corporation, founded by Admiral Lindon Summerfield in the early 20th century, conducts various overt and covert science projects. The projects of Summerfield drive many of the Yagiverse's stories.
In the 20th century, Summerfield was a defense contractor, using its founder's government connections to get contracts and rapidly expand. As a contractor it was instrumental in many of the government's most sensitive military and intelligence projects.
In the 21st century, Summerfield was accidentally responsible for the Earth falling to a zombie apocalypse in 2012. Summerfield later led the initial effort to escape Earth and colonize the Solar System.
Summerfield's internal covert operations are centered into five color-coded departments, each with a specific area of study:
*Department Blue conducts projects related to space and time
*Department Green conducts projects related to biology, life, and death
*Department Red conducts projects related to psychology and behavior
*Department Black serves as the security and private military arm
*Department White conducts projects related to magic, the supernatural, and the paranormal.
Here's what you can expect in regards to the basics of Nukage:
*The game will open up with you exiting a spacecraft in the docking bay - the first level focuses on getting a foothold in the station and gaining access to the other sections of the station. This will become a hub level.
*The first episode will have the player fight through an area of the station to retake each Department's section; as the player completes a given level, the "hub" will expand to include that section (they may be a delay in how long after completing the level until the level is integrated into the hub, in order to give the station's staff to make it operational again).
*As the hub expands, the station will become less visibly damaged, and the newly operational Department sections will provide the player with various benefits and upgrades.
*Once the entire station has been retaken, the final level of the first episode will have the player interact with The Machine - apart from being a minor boss fight with creatures spawned by the device, it will also provide an ingress into the second episode (the complete station hub level will continue to function as a resupply and upgrade area between some levels).
*Crouching, jumping, melee, reloading, and ADS functions are likely for Nukage. Levels and secrets will be designed with this in mind, and I'll try to make exploration and the like well-rewarded.
*Secret levels may or may not pertain to the story - they might ultimately serve as an excuse for me to go nuts with the mapping.
Department access corridors:
Credit goes to Jimmy for the new wall textures and to FuzzballFox for the door track textures, which I've abused terribly.
A number of the textures and sprites are temporary; the hope is for the final version won't need any assets from any existing IWAD. I'll expand on this post as I make more progress.
Last edited by TheRailgunner on Wed Aug 04, 2021 10:14 pm, edited 8 times in total.
Captain J wrote:As always, you make a lot of weapon sprites and check out those concept arts! And the map quality is brilliant too. I will look forward to it!
Honestly, as far as the mapping is concerned, it's an ongoing learning exercise - this is fairly new for me, and I'm probably gonna have to go back and redo a lot of parts as I learn more about mapping (for example, once I start experimenting with sloped floors and ceilings, I'll probably redo ALL of the station's corridors).
In the meantime, minor progress:
Credit goes to Jimmy for fonts used for the messages.
Trying to make the most out of these Jimmy textures.
Basically, new doors, screens, crates, and switches; the ceiling textures are all fucked, though - I'm gonna have to make large versions of them and work some texture magic to align it all. Still, what OG first-person shooter doesn't have an absurd preponderance of crates?
So, some more progress after a few weeks - mainly, wanted to make the first map look more damaged. Considering that the final version will essentially be nearly entirely under the control of alien invaders, I felt like it didn't look enough like a warzone that the Esh'vaal (the aliens in question) were trying to claim. Some are in some sort of paint (or possibly blood), but one is definitely etched into the wall. Also, weapon impacts.
Looks interesting but IMO it's all way too grey, to the point of feeling almost monochrome outside of the computer screens. You should try to break up the monotony using different textures. I recall Equinox from many years ago did a good job of having mostly grey techbases which still presented a fairly interesting color scheme and texture combination.