Phocas Island 2: Re-Phocased. Is it back?
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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: Phocas Island 2.5 (updated Aug 12, 2010)
IMO the brown rock textures in first screenshot looks better. The gray ones look too bland, but that's just my humble opinion.
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Re: Phocas Island 2.5 (updated Aug 12, 2010)
Do you have an idea when this will be finished?
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Re: Phocas Island 2.5 (updated Aug 12, 2010)
Those textures look better now. In the screenshot those are .pngs changed to the doom pallete and thus got fucked up. I imported them with the doom palette so that they would show up properly in doombuilder 1. Now that I use Doombuilder 2, the rocks look much better.lukas wrote:IMO the brown rock textures in first screenshot looks better. The gray ones look too bland, but that's just my humble opinion.
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Re: Phocas Island 2.5 (updated March 7, 2011)(In limbo)
I'll be honest about it, I haven't done anything with this project in the past 4 - 5 months. A few things get in the way.
-A huge creative block.
-A WoW addiction.
-Learning 3d modeling for a possible job.
-Might be the biggest thing: overwhelming myself with feature additions. I have most of the features implemented, but there are logic errors that I really can't get myself to bother with.
I might start working on this again. I recently formatted my computer so that means I have to get my editing setup back again.
If anyone wants to look over a few of my scripts to help me figure out my logic errors, feel free to ask.
-A huge creative block.
-A WoW addiction.
-Learning 3d modeling for a possible job.
-Might be the biggest thing: overwhelming myself with feature additions. I have most of the features implemented, but there are logic errors that I really can't get myself to bother with.
I might start working on this again. I recently formatted my computer so that means I have to get my editing setup back again.
If anyone wants to look over a few of my scripts to help me figure out my logic errors, feel free to ask.
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Re: Phocas Island 2.5 (updated March 7, 2011)(In limbo)
If I may offer a few suggestions:chopkinsca wrote:I'll be honest about it, I haven't done anything with this project in the past 4 - 5 months. A few things get in the way.
-A huge creative block.
-A WoW addiction.
-Learning 3d modeling for a possible job.
-Might be the biggest thing: overwhelming myself with feature additions. I have most of the features implemented, but there are logic errors that I really can't get myself to bother with.
I might start working on this again. I recently formatted my computer so that means I have to get my editing setup back again.
If anyone wants to look over a few of my scripts to help me figure out my logic errors, feel free to ask.
-Creative Blocks for extended periods of time cause a loss of momentum. Getting back on the fire is usually the toughest part. While I cant offer a foolproof method to get the gears working again, I feel that playing through the incomplete product as it is already about 6-7 times over and over again will start up your creative momentum again.
-Your WoW addiction was my Global Agenda addiction back in the day (Sadly, was a tight part of a close agency (guild), but had to uninstall Global Agenda due to real life issues). It's a tough solution, but uninstalling it and removing all ties towards it will help.
-For game editing jobs, put out 5-6 resumes a day, and channel them through the industry, and learn as you go. This one is more a by-product of the first two limitations.
-For feature additions, stick to the ones already existent, and stay consistent on original plan.
Of course easier said than done, but all great projects run into real life obstacles. Dont let real life get in the way. I can count on you to finish Phocas Island up nicely. The first one was both beautiful and fun. You can do it man.
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Re: Phocas Island 2.5 (updated March 7, 2011)(In limbo)
I think I am over the addiction. I barely played WoW in the past few weeks. I mostly started playing again because of the expansion. Now I'm bored of it again.KingShinra wrote: -Your WoW addiction was my Global Agenda addiction back in the day (Sadly, was a tight part of a close agency (guild), but had to uninstall Global Agenda due to real life issues). It's a tough solution, but uninstalling it and removing all ties towards it will help.
I met with the CEO of a game company and showed him my doom work. He was impressed which surprised me considering I showed him work done in a 16 year old game. He said I had talent.KingShinra wrote: -For game editing jobs, put out 5-6 resumes a day, and channel them through the industry, and learn as you go. This one is more a by-product of the first two limitations.
Most of the features I plan on adding are already in, just in a buggy form. The only new feature I plan on adding should be easy as cooking potatoes.KingShinra wrote: -For feature additions, stick to the ones already existent, and stay consistent on original plan.
Thanks for the suggestions.
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Re: Phocas Island 2.5 (updated March 7, 2011)(In limbo)
I would like to assist you with bugfixing, if I am able. It would be my pleasure to remove few obstacles from your path. I promise to work hard, and test my work meticulously.
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Re: Phocas Island 2.5 (updated March 7, 2011)(In limbo)
If you can, go to any game conferences (the Game Developers Conference is an excellent example) and network with the people there. Make connections.KingShinra wrote: -For game editing jobs, put out 5-6 resumes a day, and channel them through the industry, and learn as you go. This one is more a by-product of the first two limitations.
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Re: Phocas Island 2.5 (updated March 8, 2011)
I think I have my motivation back. I've been back into modding this project and have higher hopes that it will be finished (or at least more finished).
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Re: Phocas Island 2.5 (updated March 8, 2011)
I am incredibly glad to see this rise from the dead. Phocas Island 2 is one of my very favorite Doom mods, and when it slipped back into inactivity, I was quite worried. If there's any way I could help, I'd be glad to put some work into this project to have it see the light of day. If there's any sort of job you might need help with, chopkinsca, PM me and I might be able to contribute.
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Re: Phocas Island 2.5 (updated March 8, 2011)
At the moment I don't need any help other than ideas on how to improve the original phocas2.Scripten wrote: If there's any way I could help, I'd be glad to put some work into this project to have it see the light of day. If there's any sort of job you might need help with, chopkinsca, PM me and I might be able to contribute.
If I keep at this rate, I'll have a release in 2 - 3 months. Most of it comes down to how much more detailing I want to do. All the detailing and new areas I've been adding make the original idgames archive version of phocas2 look like shit (for the most part).
I've decided to rename the project. Instead of Phocas2.5, it will be Phocas Island 2: Re-Phocased.
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Re: Phocas Island 2.5 (updated March 8, 2011)
Idea:chopkinsca wrote:At the moment I don't need any help other than ideas on how to improve the original phocas2.
As I mentioned before, make the combat more engaging. Maybe add some new melee weapons and new melee moves (quick kick, etc...), or even make the combat similar to Condemned or something. See if you can even add aim down sight for the rifle, and a quick whack attack for the log-gun.
Phocas Island 2 had a great feeling of exploration as well as visual flair, but really lacked in terms of actual gameplay.
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Re: Phocas Island 2: Re-Phocased (updated March 8, 2011)
I have a sword that I modeled that I might add to this project. It would be an end-game type of weapon though. Either that, or unlocked with a code you get from completing the game for the first time.
I'm restricted in weapons as far as the graphics go. I could add secondary fire to the weapons, but that adds another keybind to worry about. A melee attack with the log-gun wouldn't be too hard to draw. Same with aiming down the sights on the rifle.
I've never played condemned...
I'm restricted in weapons as far as the graphics go. I could add secondary fire to the weapons, but that adds another keybind to worry about. A melee attack with the log-gun wouldn't be too hard to draw. Same with aiming down the sights on the rifle.
I've never played condemned...
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Re: Phocas Island 2: Re-Phocased (updated March 8, 2011)
All you need to know is that melee weapons have quick attacks, and you can block by pressing the right mouse button.I've never played condemned...
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Re: Phocas Island 2: Re-Phocased (updated March 8, 2011)
I like the iron-sights (One of the modern FPS tropes that really is nice when playing certain games that utilize it correctly) and I wouldn't mind seeing the rifle be more of a hunting rifle-styled weapon with long range and a longer recoil/reload time. However, while melee would be useful and may allow you to knock back creatures, blocking a Pinky or Serpent... well, I just don't see that as an effective thing.