Whut?Snarboo wrote:Ghouls...in SPACE!
[WIP] Space Coffin
- Cutmanmike
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Re: [WIP] Space Coffin
- JonayaRiley
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Re: [WIP] Space Coffin
Hey, those look really good. The video isn't bad either. Without textures to match the art style everything looks a bit out of place, but I can see how it'd work once you start working on some texturing. Also, I like the hopper things' behavior - it's very unique. I can't wait to see this with some level and texture work (I know you said you'd be looking for mappers later, but I'm guessing you will want to at least do some of that yourself to establish a consistent visual style for the levels that other mappers - if any - can emulate).
You might want to consider adding a bit of shading to the artwork to make it look a bit more three-dimensional - mainly in the weapons. You draw really well, and the design is good, but it still looks sort of like the weapon is just stuck there on the bottom of the screen. I would suggest giving the weapons more pronounced lighting effects to accentuate the illusion of depth. Same goes for the final monster sprites, although that's a lot less noticable since they're moving around a lot.
If you're going for a more flat, hand-drawn look overall then you can disregard most of what I just said, although I still think the weapons could use more depth to them. If that hand-drawn style is your goal, keep it in mind when you design your textures and the lighting in your levels. I would suggest you take a look at Action Doom 2 (if you're one of the eight people who hasn't already played it) for an idea of how the 2d art style can work in the Doom engine.
Anyway, really good start there. You clearly have a lot of talent in the art department and if you keep this up you'll have a solid base for a nice TC.
You might want to consider adding a bit of shading to the artwork to make it look a bit more three-dimensional - mainly in the weapons. You draw really well, and the design is good, but it still looks sort of like the weapon is just stuck there on the bottom of the screen. I would suggest giving the weapons more pronounced lighting effects to accentuate the illusion of depth. Same goes for the final monster sprites, although that's a lot less noticable since they're moving around a lot.
If you're going for a more flat, hand-drawn look overall then you can disregard most of what I just said, although I still think the weapons could use more depth to them. If that hand-drawn style is your goal, keep it in mind when you design your textures and the lighting in your levels. I would suggest you take a look at Action Doom 2 (if you're one of the eight people who hasn't already played it) for an idea of how the 2d art style can work in the Doom engine.
Anyway, really good start there. You clearly have a lot of talent in the art department and if you keep this up you'll have a solid base for a nice TC.
Re: [WIP] Space Coffin
I demand an explanation.Caligari_87 wrote:Well, keep posting on your progress and maybe someone will come along. Keep in mind that "TC" is a dirty word around here if you want help.

Re: [WIP] Space Coffin
I think he means lots of people who register instantly create projects (Projects that are labelled as TCs) that are 'supposed' to have hundreds of levels, monsters and weapons, yet inevitably end up just asking other people to do the majority of the work for them.
- Juan "JacKThERiPPeR
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Re: [WIP] Space Coffin
You sir win a cookie.BoldEnglishman wrote:I think he means lots of people who register instantly create projects that are 'supposed' to have hundreds of levels, monsters and weapons, yet inevitably end up just asking other people to do the majority of the work for them.
- Caligari87
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Re: [WIP] Space Coffin
Exactly. However, I see that there's a lot of potential here, so I won't be a naysayer, except to point out that a TC is big work, but you've already got a handle on the tough stuff, so go for it.BoldEnglishman wrote:I think he means lots of people who register instantly create projects (Projects that are labelled as TCs) that are 'supposed' to have hundreds of levels, monsters and weapons, yet inevitably end up just asking other people to do the majority of the work for them.

Re: [WIP] Space Coffin
I dont think he's asked for help yet (unless i didn't read a page). Anyways, interesting looking project. Hope to see the other ratations for the monsters. 

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Re: [WIP] Space Coffin
This looks cool, but I can't help but think of the Ghouls's Forest when I see those floating head, one-side monsters, I know it would be a lot of work but full rotations and not all floating ones would be good
- Juan "JacKThERiPPeR
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Re: [WIP] Space Coffin
Ghouls Forest REALLY had one-side sprites however. So that isn't that bad.
- peoplethought
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Re: [WIP] Space Coffin
As far as full rotations goes: I'm not going to make them. Period.
This is as much an art project as it is a game for me. I haven't made that much digital art and I figure I may as well make a game while I get experience doing it. So I don't have time to spend an entire month or whatever to draw animations for walking in multiple directions. For images this detailed, and with only one person doing it, this if FAR too much work for me to even consider attempting.
I'm not trying to make it look realistic in anyway. And I also have no interest in drawing walking cycles as this seriously limits how crazy I can go with the forms. All the creatures will animate in strange and unique ways as they move though. Some people wont like it, I know. If it really bugs you then you wont have to play it. Really I want this to be surreal and somewhat abstract looking.
And the lighting on the weapons and monsters and everything else will not be completely realistic looking. I exaggerate different sections of images for design purposes to make them pop more. It is the impression and the design that I am trying to emphasize here.
This is as much an art project as it is a game for me. I haven't made that much digital art and I figure I may as well make a game while I get experience doing it. So I don't have time to spend an entire month or whatever to draw animations for walking in multiple directions. For images this detailed, and with only one person doing it, this if FAR too much work for me to even consider attempting.
I'm not trying to make it look realistic in anyway. And I also have no interest in drawing walking cycles as this seriously limits how crazy I can go with the forms. All the creatures will animate in strange and unique ways as they move though. Some people wont like it, I know. If it really bugs you then you wont have to play it. Really I want this to be surreal and somewhat abstract looking.
And the lighting on the weapons and monsters and everything else will not be completely realistic looking. I exaggerate different sections of images for design purposes to make them pop more. It is the impression and the design that I am trying to emphasize here.
Last edited by peoplethought on Wed Oct 08, 2008 12:01 pm, edited 1 time in total.
Re: [WIP] Space Coffin
[quote="Juan "JacKThERiPPeR"]Ghouls Forest REALLY had one-side sprites however. So that isn't that bad.[/quote]
One sided monsters worked for GF because it reinforced the creepiness by always having the monsters stare at you, and there was only 1 monster out at a time. It wont work for all mods. Wolfenstein syndrome is definitely not good for modes with numerous monsters.
One sided monsters worked for GF because it reinforced the creepiness by always having the monsters stare at you, and there was only 1 monster out at a time. It wont work for all mods. Wolfenstein syndrome is definitely not good for modes with numerous monsters.
Re: [WIP] Space Coffin
That, sir, is called teamwork. I can't think of many people creating a complete 100% TC all alone, can you? I understand your point and I know there is many people doing actually nothing for "their" TC's, but there is still some who try to keep their teams small and share the work equally.BoldEnglishman wrote:I think he means lots of people who register instantly create projects (Projects that are labelled as TCs) that are 'supposed' to have hundreds of levels, monsters and weapons, yet inevitably end up just asking other people to do the majority of the work for them.
This project is looking really awesome, just remember that Doom uses palette for sprites so you can't use all those colours.. I guess. It would be REALLY awesome if you'd make even the textures by hand. Would give rather nice change into original Doom look.
Keep up the good work!
Re: [WIP] Space Coffin
Hasuak wrote:This project is looking really awesome, just remember that Doom uses palette for sprites so you can't use all those colours..
peoplethought wrote:A complete TC using GZDoom.

I think it's looking very interesting. I get what people are saying about the flatness but I think these sprites are a very intriguing start and I'm very interested to see which direction this is going to go.
Re: [WIP] Space Coffin
You completely missed BoldEnglishman's point. What he's saying is that people who are brand new to these forums / the Doom community in general (aka n00bs) shouldn't be the ones requesting help with their mega-TCs. If you want other people to help out on your project, first you'll have to get to know people in the community, build a (preferrably positive) reputation for yourself, show people what you're capable of creating (via smaller projects and/or contributing to other peoples' projects), and so on.Hasuak wrote:That, sir, is called teamwork. I can't think of many people creating a complete 100% TC all alone, can you? I understand your point and I know there is many people doing actually nothing for "their" TC's, but there is still some who try to keep their teams small and share the work equally.
Put it like this: would you walk into a bar in a strange town, full of people you've never met, and expect anybody there to buy you a drink if you asked them to? Of course not. First, you've got to spend time getting to know those guys (and girls), earn their trust and respect, and generally prove to them that you're someone who's worth buying a drink for.
- Captain Ventris
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Re: [WIP] Space Coffin
The Pervert made me lol. It has legs, though, so how will it animate? You should make some sort of rolling enemy.