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Re: I Made A Quake Clone In 10 Days

Posted: Fri Nov 05, 2021 12:01 pm
by Nash
shino1 wrote:I mentioned this in Youtube comments, but this genuinely made me want to make a full mod mappack for this. Like this genuinely inspires me to get off my ass and make maps for it. Like, this is a game that deserves more content.

EDIT: Wait, to expand: I really loved this proof of concept and I think this has huge potential. The gameplay feels really polished and cool, it feels like distilling best parts of Quake without the unwieldy parts. The only areas I would improve is appearance of the levels, which is currently kinda simple - but the gameplay, theme and flow of the levels is great.
Glad this caught your interest! I have actually been updating the game and soon I'll be able to show some new content - the weapons and player have been remodeled, going to remodel the monsters too, and general overall polish. It would be ready for new maps by then.

Stay tuned. :)

Re: I Made A Quake Clone In 10 Days

Posted: Fri Nov 05, 2021 12:20 pm
by shino1
Nash wrote:
shino1 wrote:I mentioned this in Youtube comments, but this genuinely made me want to make a full mod mappack for this. Like this genuinely inspires me to get off my ass and make maps for it. Like, this is a game that deserves more content.

EDIT: Wait, to expand: I really loved this proof of concept and I think this has huge potential. The gameplay feels really polished and cool, it feels like distilling best parts of Quake without the unwieldy parts. The only areas I would improve is appearance of the levels, which is currently kinda simple - but the gameplay, theme and flow of the levels is great.
Glad this caught your interest! I have actually been updating the game and soon I'll be able to show some new content - the weapons and player have been remodeled, going to remodel the monsters too, and general overall polish. It would be ready for new maps by then.

Stay tuned. :)
Hell yeah!

EDIT: I started looking at the ipk3 in Slade, and just noticed something funny - the game is set to auto-crash if Map32 is detected as a part of detection if you're running it as a PWAD (which you're not supposed to). This would be funny to stumble upon if I wanted to make a mod, lol.

I imagine this script could be improved by, after checking if Map32 exists, computing the checksum of Map32 and comparing it to set values to ensure it's not Map32 from Doom 2, Plutonia, TNT or Freedoom Phase 2?

Re: I Made A Quake Clone In 10 Days

Posted: Fri Nov 05, 2021 1:40 pm
by Nash
Oh that's old code, I already improved the IWAD checker. Don't worry about it. It's doing it properly now.

That thing you see was hastily put together because, well, 10 days.

Re: I Made A Quake Clone In 10 Days

Posted: Fri Nov 05, 2021 4:44 pm
by shino1
Okay! Well, I'm waiting in excitement for the new release.

Re: I Made A Quake Clone In 10 Days

Posted: Thu Nov 11, 2021 11:10 am
by Nash






Player and weapon remodeling done (for now)! Monsters are next...

Re: I Made A Quake Clone In 10 Days

Posted: Thu Nov 11, 2021 11:15 am
by Enjay
Looking good. The first pictures in particular, really show the progress and increase in quality. Great stuff.

Re: I Made A Quake Clone In 10 Days

Posted: Fri Nov 12, 2021 7:27 am
by JohnnyTheWolf
Not going to lie here, I actually preferred the look of the original models. Oh well. :?

Re: I Made A Quake Clone In 10 Days

Posted: Sat Nov 13, 2021 1:51 pm
by Ashat Maself
This is amazing and really impressive given the time constraint, If you ever have the time to expand this into a full game, I'd love to see it!

With that being said, I have a few criticisms that could be addressed in a potential future release:

While the enemies have great designs, I was disappointed that they acted like reskinned doom enemies

The model work is great overall, however the textures on the shotgun look kinda ugly with the big, single colour line going straight through it

And finally, the levels use a very limited set of textures that leave them looking pretty bland and makes it harder to memorize individual areas

Re: I Made A Quake Clone In 10 Days

Posted: Sun Nov 14, 2021 4:58 am
by Captain J
Super nice change for weapon and the player model. Feels like it's getting like Unreal-styled sequel!

Re: I Made A Quake Clone In 10 Days

Posted: Sun Nov 14, 2021 7:16 am
by Nash
Ashat Maself wrote:This is amazing and really impressive given the time constraint, If you ever have the time to expand this into a full game, I'd love to see it!

With that being said, I have a few criticisms that could be addressed in a potential future release:

While the enemies have great designs, I was disappointed that they acted like reskinned doom enemies

The model work is great overall, however the textures on the shotgun look kinda ugly with the big, single colour line going straight through it

And finally, the levels use a very limited set of textures that leave them looking pretty bland and makes it harder to memorize individual areas
All valid criticism and I 100% agree. :)

About the monsters being just reskinned Doom monsters - this was one of the things that actually bothered me the most for the initial 10-day-release and it was unfortunate that I didn't have time to code better AI for them. This is a big agenda on my list and I currently have something in progress that should hopefully alleviate this - currently working on custom monster AI so that they don't feel like reskinned Doom monsters. :)

Re: I Made A Quake Clone In 10 Days

Posted: Sun Nov 14, 2021 9:50 am
by JohnnyTheWolf
Eh. If it ain't broke... :roll:

Re: I Made A Quake Clone In 10 Days

Posted: Sun Nov 14, 2021 10:21 am
by Nash
Johnny, I'm sorry if you don't like the direction this project is going but to be quite frank, these are things I intended to do the whole time. If I didn't limit myself to 10 days, you can be 100% sure that I would have gone with this direction from the get-go.

At any rate, I would not have been OK with stealing Quake assets, pushing and pulling a few vertices here and there and then calling it my own and rolling with that, moving forward. Only reason I did it was I had a 10 day limit. I couldn't wait to get rid of them, to be very clear.

If all of this is really just another way of saying "ur art sucks" then it would have been less trouble to just say so. :)

Re: I Made A Quake Clone In 10 Days

Posted: Sun Nov 14, 2021 10:40 am
by JohnnyTheWolf
Oh no no no, make no mistake! I appreciate everything you are doing here: as I said before, I am already impressed that you have been able to make the first iteration of the game in only ten days. I do prefer the initial assets, but that is just a matter of taste. I understand why you would want to update them, hence the "Oh well." I guess I should have made that part clearer... :oops:

As for my latest comment, I meant it in the sense of "Don't sweat it." If you do find the time to rework the enemies, that is great, but merely reskinned Doom enemies are fine for the time being. ;)

Re: I Made A Quake Clone In 10 Days

Posted: Sun Nov 14, 2021 10:57 am
by Nash
Ah okay, cool, apologies for misreading your intention. :) But yeah, even speaking for myself, I have a mini pet peeve with TCs having "standard Doom AI" and it's one of the things I immediately notice when playing something. I'm always wanting to customize the presentation of the things I make. So it's just natural that I very much intend to get rid of the "Doom enemies but reskinned" aspect of this project.

Re: I Made A Quake Clone In 10 Days

Posted: Wed Nov 17, 2021 12:31 pm
by Nash


ElderJam is now known as "Disdain" and here's an early first look at the state of the game today. :)