[Side scroller shooter] Operation Echo (2nd demo released!)
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The Projects forums are only for 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.
The Projects forums are only for 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.
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Re: [SideScrollShooter] Operation Echo (2nd demo released!)
Doom mod? No. Independent Game powered by Doom Engine? Yes! He's working on this very hard!
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Re: [SideScrollShooter] Operation Echo (2nd demo released!)
Either way, you get my point.Captain J wrote:Doom mod? No. Independent Game powered by Doom Engine? Yes!
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Re: [Side scroller shooter] Operation Echo (2nd demo release
Last edited by GreenLegacy on Sun Mar 14, 2021 2:19 am, edited 1 time in total.
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Re: [Side scroller shooter] Operation Echo (2nd demo release
Last edited by GreenLegacy on Sun Mar 14, 2021 2:19 am, edited 1 time in total.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Now it looks slim, colorful and less green. No offence! Heheh
But really, i can't wait for more news!
But really, i can't wait for more news!
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Re: [Action Platformer] Operation Echo (2nd demo released!)
very impressive.
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Development of Operation Echo
Hello, everyone! I would like to share the news of Operation Echo last year.
Before straightly working on the actual project, we decided to finish the storyline. Sadly, we weren't fully-experienced with the story writing and wasted time that is 4 months.
It taught us a lesson and hired the scenario writer to work on the storyline.
After that, we also lacked the development part. So we planned it for 3 months and started to work on both the scenario and concept art since the last November.
Here is the concept art we've been working on so far!
Spoiler: Character conceptart
Spoiler: Stage conceptartWe apologize for not keeping the promise of uploading development status here in this thread often.
We will finish the concept art before April and will get back into development, and going to release the demo within this year. Before that, we will periodically post the development status.
Thank you so much for reading. And stay tuned!
Last edited by GreenLegacy on Sun Mar 08, 2020 1:50 am, edited 1 time in total.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Looks awesome, nice job.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Looking forward to the next update, my friend! You're doing super great.
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Re: Laboratory scene remake
A previous laboratory scene was rough and dirty. So, we remade that scene including awesome teleporter!
Spoiler: =Screenshot comaprison
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Immersive and impressive graphic. Looking forward to more of the news!
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Hud revised
We replaced the previous HUD layout into something new with much simpler design.
The previous one was weirdly quadrant and too small.
Our main focus was to use energy in the game, so we added energy icon at the center of the bottom of the screen.
But it did not work properly. Before making, we actually skipped the whole understanding of relation between the HUD element and the player's view.
So, we added all the interfaces at the bottom of the screen, considering most characters' position were located at the bottom.
The Small HUD was a problem, and it would modify its size.
After thinking about character's special abilities being frequently used, it's placed on top of the character's head and at the bottom so player can check the status in their view at any time.
Player's view is very important to making HUD. Be sure to remember that.
The previous one was weirdly quadrant and too small.
Our main focus was to use energy in the game, so we added energy icon at the center of the bottom of the screen.
But it did not work properly. Before making, we actually skipped the whole understanding of relation between the HUD element and the player's view.
So, we added all the interfaces at the bottom of the screen, considering most characters' position were located at the bottom.
The Small HUD was a problem, and it would modify its size.
After thinking about character's special abilities being frequently used, it's placed on top of the character's head and at the bottom so player can check the status in their view at any time.
Player's view is very important to making HUD. Be sure to remember that.
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- Joined: Tue Jul 19, 2016 4:12 pm
- Location: Republic Of Korea
Combat Improvement Update
There are some changes for combat system. Check out the comparison video below!
Akimbo weapons are now here!
Each weapon will work separately, and are strong enough to mince the enemies with ease.
Melee attacks!
Sometimes you have to face the enemies up close. Faster ones are much harder to deal with. There were no ways to get away from them tactically, so it's here.
Energy Shield, Improved!
Character’s special ability is very important to Combat. M16 has an energy shield that reflects projectiles. We made it much more effective and offensive. Reflected projectiles will turn into an energy missile.
It's efficient when you're surrounded by a volley of projectiles, even in the Boss Fight.
The Shield now has own energy meter. Sharing energy with any weapon would cause inconvenience to use the Shield and interrupted the combat. So we had to separate them.
Health Overcharge!
The player can absorb the health more than the limit. Instead of just scoring, you can use this as a Tactical advantage!
Akimbo weapons are now here!
Each weapon will work separately, and are strong enough to mince the enemies with ease.
Melee attacks!
Sometimes you have to face the enemies up close. Faster ones are much harder to deal with. There were no ways to get away from them tactically, so it's here.
Energy Shield, Improved!
Character’s special ability is very important to Combat. M16 has an energy shield that reflects projectiles. We made it much more effective and offensive. Reflected projectiles will turn into an energy missile.
It's efficient when you're surrounded by a volley of projectiles, even in the Boss Fight.
The Shield now has own energy meter. Sharing energy with any weapon would cause inconvenience to use the Shield and interrupted the combat. So we had to separate them.
Health Overcharge!
The player can absorb the health more than the limit. Instead of just scoring, you can use this as a Tactical advantage!
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Very superb stuff, as always!
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Very impressive. The sprite work is excellent as always. I'm still in disbelieve that this thing is made in Doom.