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Me and my friends have made a full standalone IWAD as an entry for 7DFPS, a game jam. I'm extremely proud of what we created together!
We now want to keep it going and extend the game into a full set of 5 episodes.
The current release contains 8 full levels + 2 boss stages, different level routes for Normal & Hard, really cool FM synth music, even full coop & deathmatch support if you're willing to put up with GZDoom's netcode. All assets were made from scratch!
Screenshots:
Spoiler:
Credits: TehRealSalt: Programming, graphics, game design, level design, character design SeventhSentinel: Music, sound effects, level design, voice acting Jeck Jims: 3D models & animation VelocitOni: Character design, graphics, voice acting Chengi: Logo design, graphics
I really like this so far. It feels different enough from Doom which I like. May I ask why only 4 levels? Do you plan to make more as like a DLC, or was 4 always going to be the max?
Astounding, Amazing, Awesome. This is probably the best TC, or very own standalone Game after Memoirs of Magic and the graphics are a top notch. I do love the character design as well. I'll play this very soon!
EDIT: So i beat the game and hoooooh my i absolutely love it. The Graphics and sound effects are all like 16 bit and i do love the 3D model twist to it because it fits so well with the game. Kudos for the awesome work!
Spoiler: Mind if i share some feedback as well?
- First of all, the Peashooter feels good and weird at the same time. Because whenever i'm firing this weapon, i have to reload it. I mean like, fired it just once and it goes to reloading. Takes quite a lot of time kicking the enemies.
- Weapons including Ammo is plenty, literally plenty in the game. However, i always discard my current weapon by force when i accidentally walk into them. I'm thinking of making the weapon obtainable if you press use key against it.
- The First Boss was quite easy to beat. Some kind of berserk when he's about to go down would make it fairly challenging. Also add a boss meter, i guess? Can't figure out if i'm almost beating him.
- The maps are all good, balanced and challenging even, but i genuinely thought that they're pretty short. Granted, this is like WIP and Chapter 1 of the game. But would be really great if you fellas kept working on this game because it has a lot of potential.
- Maybe the bitrate of the voice clips are really off? Because i can't hear a thing because they're mostly overlapped by the music and the other sounds.
Like i said, this game has a lot of potential. The gameplay was nice, has own aesthetics and the maps even. If you could keep working on this in 2021, the Cacoward will be yours truly! In the meantime, stay cool.
Pretty cool little game looks great. The only flaw I see in the first level the player has no clue that they need to click the wall to open a secret door to get the key to start the level. Other than that it was fun.
Version 1.1 has been released! Most notable changes are presentation polish, multiplayer polish, Level 4 polish, and the addition of a save point system.
Full changelog is here: https://tehrealsalt.itch.io/snap-the-se ... ore-polish
Rex705 wrote:The only flaw I see in the first level the player has no clue that they need to click the wall to open a secret door to get the key to start the level. Other than that it was fun.
Completely intentional; you're on Hard mode.
It's a standard door on Normal, it turns into a red door for Hard to introduce the player to the idea that there'll be extremely goofy twists on that difficulty.
Yet another patch, v1.2, this one is much smaller. Adds drop shadows under lots of objects, and several bug-fixes. Buuut the real reason for this patch was to lock off Hard Mode until you beat the game, because, after watching several first impressions, I don't think it's obvious enough that it's a remixed campaign that assumes familiarity with Normal, rather than Ultra-Violence-style "more monsters". Ah well. :p
Mostly this year I've been focusing my other project, but I started getting interest in Snap development again, so we'll be fleshing out Snap's 7DFPS build further, and turning it into a fully featured "shareware" episode. Pretty much all of the content in the 7DFPS build will be doubled, and all of the existing content will be polished up.
What's currently being done for the update:
3 new weapon types
2 new enemy types
5 more levels, with one of them being a new mini-boss. Added to the existing level total, the full episode will contain 10 stages.
Fleshed out story (some simplistic but interactive in-game cutscenes)
More polish on the existing levels (Level 4 will be hit with a 2nd pass)
Rebalanced existing enemies & mechanics (Hitlag, shoot & kick at the same time, less damage-spongey enemies)
Complete rework of the Very Rude difficulty (no more basic fast monster speed value changes, instead adds completely new enemy behaviors)
Even more jams by Sev
New multiplayer modes
A gallery of a few screenshots of the update's content (albeit slightly out of date): https://imgur.com/a/kJgFmUr
(Technical issues made this video come out a bit blurry. Sorry! I've already fixed the issue for next time.)
More recently is the new Invasion mode, a little pet project of mine. This will be a set of Coop specific stages, in which you will defend a core from an onslaught of Ocean's robots. Each stage will have 2 separate missions, one Normal and one Hard. Additionally, some robots may come with a "modifier", as indicated by special particles on them, which adjusts their properties. The mode is designed primarily for 2 players, but the difficulty scales up to accommodate all 8.
You might also notice a few new things in this video. The most obvious from the start is the jumbotron at the bottom of the screen. This is to both add some more information to the screen, and to make the existing messages prettier and less janky.
Additionally, there's also a new mechanic: the Septacrash. When the 7-Star meter on your HUD is full, you'll be able to unleash a powerful blast that demolishes everything around you. It's slow to charge, so you'll want to be careful to not waste it.
I only played a few levels but I actually really like it so far. The save points are spaced so well that it's actually nice to not have to worry about saving. I love how simple it is, and how it's actually NOT a platformer/jumper. Games like this and Shrine are a great inspiration to making original retro FPS games.
In the next update, Versus mode will be undergoing a lot of tweaks to make it more fun. To go into lots of detail (for da nerds):
Spoiler:
Weapons
Previously, ? Canisters would give you a random weapon instantly. Now, it spins a roulette over your weapon box. Simply press fire to time your new weapon choice. The roulette starts off slow, and with limited variety, but the longer the match goes, the available types change, and it'll spin faster and faster.
This change is meant to remove the frustration of such a large random element from the mode by instead putting it in the hands of the player. However, it still keeps the excitement from the variety of weapons you could get that the pure random weapon used to have.
Powerups
Passive powerups used to be delivered via Star Canisters, which simply gave you a random powerup instantly when picking it up. Now, they're delivered via Powerup Copters! Periodically, one will appear with a random other powerup canister inside. You'll need to shoot it down first before you can take the powerup inside.
The powerup spawns were always meant to be a hotspot for fighting; controlling the area for yourself is vital to secure a solid win. But when they were easy to run in and steal with no effort, it was kind of lame. The copter addresses three things:
The addition of an extra step to grabbing the powerup adds a lot of extra effort into getting the powerup, thus a lot of extra time to spend fighting over it!
Being able to see the powerup from far away lets you make more decisions. You can now decide for yourself if it's worth risking your life over, instead of it being necessary to always try and take it.
The copter swooping in alerts everyone when the powerup is available much faster than a tiny canister on the ground appearing from nowhere.
Septacrash
Septacrash from the last update was actually designed specifically for Versus! It can be used to turn the tide of a match. The small start-up lag adds some tactical depth to it; using it with no thought will usually lead to you whiffing. You'll have to trap your opponent, be cheeky and use it around corners, or otherwise pop it off when they'll least expect it!
Health Drops
Players now drop 3 Root Beer pickups when you defeat them. Previously when you suffered a harsh battle, you could easily be whittled down so badly that when your opponent respawned they'd easily trade another point with you. Now you can benefit from surviving really tense encounters, and this increases the overall longevity of a life a lot!
New Weapons
You can see in this footage some of the new weapons that will also appear in the campaign! Watch out for Boomerang, Charger, and Artillery.
Balance Nonsense
Lots of weapons were re-balanced, in lots of little ways. Too many to list all in one spot (especially as this post drags on ) , but all weapons that I felt were too weak or hard to use were buffed in one way or another.
As for actual single-player progress, it's going well. Never really sure how much to show off because I like keeping campaign stuff un-spoiled (that's why my detailed updates tend to be multiplayer ). But all of the remaining stages are starting to come together so I think I'll meet my self-imposed deadline ... really cannot wait to get it into peoples' hands.