The WIP Thread
Re: The WIP Thread
You know 2020 is going to be "let's copy Doom Eternal" year
Re: The WIP Thread
If that's the case, shouldn't every kill be one of those annoying melee attack animations?
Re: The WIP Thread
I do have annoying melee cutscenes planned... soon...
- Darkcrafter
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Re: The WIP Thread
oh noNash wrote:You know 2020 is going to be "let's copy Doom Eternal" year
- Captain J
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Re: The WIP Thread
I just noticed that the stringy crushed meat effect is actually there! I'm very impressed there! Didn't know how you manage to do it, though.
Re: The WIP Thread
The stringy meat has always been in there since the NashGore Vengeance beta v0.9 in 30th November 2018, but then got broken with the v1.0 release in July 10 2019. I did fix it but it will only debut with v1.1 (not released yet, coming soon)Captain J wrote:I just noticed that the stringy crushed meat effect is actually there! I'm very impressed there! Didn't know how you manage to do it, though.
- Captain J
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Re: The WIP Thread
Ah, i see. Probably i haven't played Nashgore rather often. But i do really wonder how those things are work. Are they projectile-based?
Re: The WIP Thread
It detects if the ceiling is low enough (while the monster is dead) then spawns the stretchy meat. The stretchy meat actor class has some code in its main tick to alter the object's Y scale according to how high the ceiling is. :)
- Arctangent
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- jazzmaster9
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Re: The WIP Thread
More Screenshots from Abysm 2: Infernal Contract
Harbin Outskirts
Some enemies will have special proterties to them as indicated under their Health bar.
Showing off the Inventory System
Harbin Castle
Harbin Outskirts
Some enemies will have special proterties to them as indicated under their Health bar.
Showing off the Inventory System
Harbin Castle
Re: The WIP Thread
Got allies working finally.
- TDRR
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Re: The WIP Thread
Looks interesting. I'll throw my wild guesses based on failed attempts:Arctangent wrote:Spoiler: pickturezsomething, certainly
-Map builder in-game
-A random map generator of some sort
-Something the same style as Xaser's secret map on ZPack (structure that builds while you play)
-Sectorcraft 2.0
Either way, I would love to see for myself!
- GreenLegacy
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Re: The WIP Thread
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.
- InsanityBringer
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- Ivory Duke
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Re: The WIP Thread
Reworked GZDoom menus to look the same at all resolutions, and a custom map selection menu.