Ascension (Demo) - by Big Memka and Shadowman

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Ascension (Demo) - by Big Memka and Shadowman

Postby Shadowman » Tue Jan 01, 2019 2:19 pm

Happy New Year! :)
The developer tandem (Big Memka and Shadowman) brings to your attention a demo (3 levels) of our new project, which has been under development since 2016. The main developer now is Big Memka, and the project already has a dozen maps, so let's hope that sooner or later we will be able to present the final version to the public.
The Ascension is the direct heir of Inquisitor III. A modified RPG system, which was developed for the first time for The Inquisitor III, is used. And although in the demo version of "Ascension" the player is unlikely to be able to advance above 4 levels of experience, but this is quite enough to appreciate the number of innovations of the wad, as well as its atmosphere.
The game will need a new version of GZDoom (not lower than GZDoom 3-5-0). In the menu, configure the necessary keys to call the quest journal, the statistics screen and defensive magic. The dialogs are now controlled by the cursor keys ("Forward" / "Back"), the activation of the selected answer - by the Use key (Use). English and Russian versions are available. Change the language in the settings menu. You can change the language during the game repeatedly. The default language is English.
Screenshots are here:
http://darkwatcher.freevar.com/DoomWads/GZDoom/AscDemo/asc_d01.png
http://darkwatcher.freevar.com/DoomWads/GZDoom/AscDemo/asc_d03.png
http://darkwatcher.freevar.com/DoomWads/GZDoom/AscDemo/asc_d04.png
http://darkwatcher.freevar.com/DoomWads/GZDoom/AscDemo/asc_d06.png

Have a nice game!
Download Ascension demo from Yandex.disk
Alt-link:
Download Ascension demo from Google.drive

I also want to add that soon there will be "The Inquisitor 3" update, largely thanks to the efforts of Guest.
Last edited by Shadowman on Sat Jan 05, 2019 11:12 am, edited 1 time in total.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby John Stalvern » Tue Jan 01, 2019 5:20 pm

The screenshots look very impressive. I'm a big fan of Inquisitor III, so this is a great start to the new year!

EDIT- I am at the Temple now. Great atmosphere and gameplay, looking forward to more!
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Shadowman » Wed Jan 02, 2019 4:23 pm

John Stalvern wrote:The screenshots look very impressive. I'm a big fan of Inquisitor III, so this is a great start to the new year!

EDIT- I am at the Temple now. Great atmosphere and gameplay, looking forward to more!


How do you assess the changes compared with Inquisitor 3 (dialogues, rpg-stats)?
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Tormentor667 » Thu Jan 03, 2019 4:52 am

This Looks promising:)
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Toyoch » Thu Jan 03, 2019 1:19 pm

Went through the DEMO in UV. I think it's a bit too early to judge everything from the DEMO, but at least I can say IT'S PROMISING(as a fan of Inquisitor 3).

- I notice few stats were removed from there. Possibly merged with other stats. I'm taking this positively at the moment.
- With current gears and spells available, I wasn't really sure which stats to spend, so I had about 2-3 skill points unspent.
- I think Wood Staff could receive a bit longer range with a trade off of much weaker damage per hit or maybe less damage bonus from Strength, in order to distinguish other melee weapons. Alt-fire spell could make it totally different too!
- There are few texts still in Russian or not displayed at all, such as dialog options in Observation Note, or missing key popup in third map.
- The maps are gorgeous and big like Inquisitor 3!
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby John Stalvern » Thu Jan 03, 2019 7:43 pm

Shadowman wrote:
John Stalvern wrote:The screenshots look very impressive. I'm a big fan of Inquisitor III, so this is a great start to the new year!

EDIT- I am at the Temple now. Great atmosphere and gameplay, looking forward to more!


How do you assess the changes compared with Inquisitor 3 (dialogues, rpg-stats)?


The menus and the controls for dialogues are much improved. The character screen you bring up with P looks great and is much more readable than the old text overlay.

I'm glad you did away with vitality, I feel like there are too many stats to try to develop at once. I never end up playing a spell caster because strength and dexterity feel too important to basic survival.

I found stat advancement a little odd- the first time I gained a level after leaving the mansion I had to backtrack a long way. I am concerned that at later times I won't want to spend all my gold on advancement, but I don't know what you have planned.

I was grateful for the healing pool in the Lower Temple. In Inquisitor III I had to backtrack to Tristan all the time in order to buy flasks and armor. I'm hoping this won't be quite so frequent in Ascension.

I liked the difficulty balance with the enemies. Skeletons and plant monsters killed me most often. I played on the default difficulty and felt that the encounters were well balanced. I put almost all my points into strength and dex, except for a few points in intelligence I added at the end (although the demo ended shortly thereafter).

I wish the controls screen let you hotkey specific inventory items.

Looking great so far!
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Shadowman » Fri Jan 04, 2019 3:34 pm

Toyoch wrote:- I think Wood Staff could receive a bit longer range with a trade off of much weaker damage per hit or maybe less damage bonus from Strength, in order to distinguish other melee weapons. Alt-fire spell could make it totally different too!
- There are few texts still in Russian or not displayed at all, such as dialog options in Observation Note, or missing key popup in third map.


It's a good idea about staff, we take it into account )
I find a small Russian text only in Observation note ("Далее" instead of "Next"). Thanks. But where is "missing key popup in third map"?

John Stalvern wrote: I am concerned that at later times I won't want to spend all my gold on advancement, but I don't know what you have planned.

In Ascension, raising skills requires training for a fee, but we will try to give the player more money so that he can spend it on other necessary things.
And guild membership can give a discount on training :)
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Mere_Duke » Fri Jan 04, 2019 8:36 pm

Shadowman wrote:And guild membership can give a discount on training :)

Wow! There will be a lot more things than I ever expected :)
Played the demo, send you a little report. Nice one, no major bugs tho, good old music, good old Inquisitor vibe! Looking forward to the release.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Toyoch » Sat Jan 05, 2019 4:06 am

Shadowman wrote:I find a small Russian text only in Observation note ("Далее" instead of "Next"). Thanks. But where is "missing key popup in third map"?


It's in the final map(of the DEMO). If you try to use some gold keyholes(ones in second floor leading to the walls) without the key, the voice plays and you see the dialog but no texts inside that dialog.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Deimos_X » Sat Jan 05, 2019 8:16 am

Hey, seems like good stuff! Could you guys upload it to alternative space, ya-disk is not working for me.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Shadowman » Sat Jan 05, 2019 11:14 am

Deimos_X wrote:Hey, seems like good stuff! Could you guys upload it to alternative space, ya-disk is not working for me.

Add a second link (from Big Memka). See the topic start.

Toyoch wrote:If you try to use some gold keyholes(ones in second floor leading to the walls) without the key, the voice plays and you see the dialog but no texts inside that dialog

Thanks, we'll fix it.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby pagb666 » Sun Jan 06, 2019 2:33 pm

Yess! Loved Inquisitor III. Played the demo for a long stretch and looks super promising. Keep up the good job!
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby SallazarSpellcaster » Sun Jan 06, 2019 4:33 pm

Hello, I played the demo for Ascension, and as others have said before, it really show a lot of potential. I'd like to share my thoughts about it.

The good:

+Really cool semi-open world
+Feels like Daggerfall and Hexen had a love child, which is nice
+Really neat dialog interface
+Skill checks, for doors and scrolls. That's a good touch
+Use of 3d features, water to swim in, crawl spaces, and the like
+Journals and signs to read
+Nifty fantasy vibe
+Some really neat sprites. I especially liked the bandit archer
+Interesting plot
+Well made stat and journal interface

The bad:

-Sometimes it's easy to get lost
-Raising attributes only at vendors seems restrictive
-Really low jumping height (without high dex, I assume)
-A few minor grammar issues

Suggestions:

*More spells, make a spellcaster playthrough viable
*Let players raise attributes on their own, but instead have skills that can only be trained. Stuff such as melee, utility, ranged, spellcasting, things that let the character specialize on the type of skills they want to use, and depend on attributes to be raised. As an example, having the melee skill determine damage with melee weapons, and be dependent on strength to be raised (like, you can't have 15 melee if you don't have 15 strength at least)
*Starting gear: Let the player choose, Hexen style, the type of character they want to start as. Use the same sprite, but change the stuff that appears where the wooden staff is. For example, if the player wants to start as an archer, spawn a crossbow and some arrows, and give them a small bonus to dexterity
*More weapons and spells, because that's always cool
*Use the Hexen 2 sound for mana; this is a personal matter really, it just sounds better to me

Really hope to see this project keep going forward. It's always nice seeing a quality fantasy mod being developed.

Edit: As a side note, unrelated, I hadn't heard about the Inquisitor series. Currently playing the third chapter, damn it's amazing.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby BigMemka » Mon Jan 07, 2019 6:31 am

SallazarSpellcaster wrote:Hello, I played the demo for Ascension, and as others have said before, it really show a lot of potential. I'd like to share my thoughts about it.

The good:

+Really cool semi-open world
+Feels like Daggerfall and Hexen had a love child, which is nice
+Really neat dialog interface
+Skill checks, for doors and scrolls. That's a good touch
+Use of 3d features, water to swim in, crawl spaces, and the like
+Journals and signs to read
+Nifty fantasy vibe
+Some really neat sprites. I especially liked the bandit archer
+Interesting plot
+Well made stat and journal interface

The bad:

-Sometimes it's easy to get lost
-Raising attributes only at vendors seems restrictive
-Really low jumping height (without high dex, I assume)
-A few minor grammar issues

Suggestions:

*More spells, make a spellcaster playthrough viable
*Let players raise attributes on their own, but instead have skills that can only be trained. Stuff such as melee, utility, ranged, spellcasting, things that let the character specialize on the type of skills they want to use, and depend on attributes to be raised. As an example, having the melee skill determine damage with melee weapons, and be dependent on strength to be raised (like, you can't have 15 melee if you don't have 15 strength at least)
*Starting gear: Let the player choose, Hexen style, the type of character they want to start as. Use the same sprite, but change the stuff that appears where the wooden staff is. For example, if the player wants to start as an archer, spawn a crossbow and some arrows, and give them a small bonus to dexterity
*More weapons and spells, because that's always cool
*Use the Hexen 2 sound for mana; this is a personal matter really, it just sounds better to me

Really hope to see this project keep going forward. It's always nice seeing a quality fantasy mod being developed.

Edit: As a side note, unrelated, I hadn't heard about the Inquisitor series. Currently playing the third chapter, damn it's amazing.



Thank you all for the feedback!
We continue to work on the project. And your feedback helps us find the new ideas!

"Sometimes it's easy to get lost" - for this we will use different for major and minor missions markers on the mini map.

"Really low jumping height (without high dex, I assume)" - yes, dexterity affects jumping height. Also high dexterity will allow to get into some secret areas!

"More spells, make a spellcaster playthrough viable" - this is only a demo. In the full version will be much more spells and weapons.

"Let players raise attributes on their own, but instead have skills that can only be trained. Stuff such as melee, utility, ranged, spellcasting, things that let the character specialize on the type of skills they want to use, and depend on attributes to be raised. As an example, having the melee skill determine damage with melee weapons, and be dependent on strength to be raised (like, you can't have 15 melee if you don't have 15 strength at least)" - increase skills both in Diablo? We have increased skills will be like Gothic.

"Starting gear" - the player will have the right to develop in any way. Why make restrictions? At first they will give him all the original weapons. And he will use the weapon he likes. And develop the skills that will be more useful to him.
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Re: Ascension (Demo) - by Big Memka and Shadowman

Postby Mere_Duke » Sun Jan 13, 2019 8:08 am

Isn't it beautiful?
Spoiler:

Spoiler:
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