Phocas Island 2: Re-Phocased. Is it back?

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Should I release endurance mode as a seperate mod or save it for final release?

Yes! I'd love to play endurance mode when it's ready
22
47%
No, I'll wait until the final release.
25
53%
 
Total votes: 47

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chopkinsca
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Re: Phocas Island 2: Re-Phocased (Updated June 21, 2011)

Post by chopkinsca »

A small update:

Endurance mode, where does it stand? I've gone through each map at least 4 times and each time I've done some tweaking on monster spawn rates and ammo regeneration. All maps are pretty much good to go besides some more tweaking. Once I get some other issues out of the way, I'll have it sent to a few testers which will provide feedback on further tweaking (if needed).

weapon alt-fires:
I've done two of the weapons alt-fires. The rifle has a scope. The size of the scope viewhole and zoom range changes based on rifle level. The axe has a lunge attack that does double damage, but is harder to land a blow and has a longer cooldown. I haven't decide on what the loggun's alt-fire will be. I was thinking some kind of grenade perhaps.

ditched achievements:
I've decided to ditch the idea of achievements. Not that it would be hard to implement, I just feel it wouldn't fit in with the adventure mode setting. I *might* consider it for endurance mode... maybe.

A couple small things:
-centaur darts stick to walls/trees
-fireballs have proper decals now

Future plans:
I was thinking of a deathmatch mode. I would love to deathmatch on the phocas2 maps, but with it's limited weaponry, it would be a bit boring. So I thought of implementing artifacts as weapons/spells. The fire stick when used would throw a big fire ball. The death artifact would summon a semi-homing spirit (like the wraitverge in hexen, but not as deadly). Artifacts would spawn at random around the map. This is only in concept form and I probably won't touch it until endurance and adventure mode are complete.
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chopkinsca
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Re: Phocas Island 2: Re-Phocased *POLL* (Updated June 28, 20

Post by chopkinsca »

Endurance mode is coming along nicely. I've been playtesting the fuck out of it. I've added a poll and more info in the first topic.
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chopkinsca
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Re: Phocas Island 2: Re-Phocased *needs music*

Post by chopkinsca »

I contacted Jute (the guy who made the vanilla Phocas2 music) and he said he was too busy to compose a few more tracks. So, with that, I need a musician willing to do 2 - 3 new tracks. If any of you feel up to the challenge, let me know.
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Phobus
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Re: Phocas Island 2: Re-Phocased *needs music*

Post by Phobus »

I'd recommend you go to that Musician's guild Jimmy91 set up. There's apparantly a load of MIDI composers there who will produce music on demand.
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chopkinsca
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Re: Phocas Island 2: Re-Phocased (I'm back)

Post by chopkinsca »

Two examples of what I have done in the past few days. I'm back into working on this project, hopefully for a while.
Spoiler:
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Hybrid
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Re: Phocas Island 2: Re-Phocased (I'm back in the game)

Post by Hybrid »

And when I was wondering what`s happening with that Phocas Island 2 Re-make...

Endurance mode sounds interesting. Of course, so does all the other stuff. Good luck on the project!
PFL
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Re: Phocas Island 2: Re-Phocased (I'm back in the game)

Post by PFL »

Well, the survival/waves/deathmatch style etc. mode isn't for me. I remember how much I liked the first episode and was awaiting this new one. Sure, I will try it but I'm pretty sure I'll end up leaving it shortly after the start, just like I did with Torm's Stronghold. But reinventing your wad is a good thing, creatively speaking; just isn't for my tastes
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hugoroy
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Re: Phocas Island 2: Re-Phocased (I'm back in the game)

Post by hugoroy »

I'm extremely excited for this, keep up the good work. :D
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chopkinsca
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Re: Phocas Island 2: Re-Phocased (I'm back in the game)

Post by chopkinsca »

PFL wrote:Well, the survival/waves/deathmatch style etc. mode isn't for me. I remember how much I liked the first episode and was awaiting this new one. Sure, I will try it but I'm pretty sure I'll end up leaving it shortly after the start, just like I did with Torm's Stronghold. But reinventing your wad is a good thing, creatively speaking; just isn't for my tastes
The thing with Torm's stronghold, was that the waves were preset. Everytime, you'd know what monsters would be coming from where. My endurance mode has monsters spawn at random all over the map so each playthrough isn't the same. I've played the fuck out of the maps just from playtesting, and it's still fun to me. Of course, if the endurance mode isn't for you, you can always check out the rephocased adventure mode which has a lot of improvements.



I updated the first post with a bit more formatting.
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Hybrid
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Re: Phocas Island 2: Re-Phocased. Still needs music

Post by Hybrid »

Random? You, sir, just managed to put one of my favourite things in there.

Off-topic: Yeah, I like it when gameplay can be random
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chopkinsca
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Re: Phocas Island 2: Re-Phocased. Still needs music

Post by chopkinsca »

Hybrid wrote:Random? You, sir, just managed to put one of my favourite things in there.

Off-topic: Yeah, I like it when gameplay can be random
I like randomness too, but only to an extent. One prime example of when random isn't so good is for monster projectiles. That's why I try to avoid invisibility spheres in doom. Something you probably didn't notice in Phocas2 is that the monsters health is slightly random (plus or minus a small amount). Another random I like is the time a centaur holds up it's shield. I'm tired of fighting centaurs and knowing exactly when to attack again so you stun-lock the centaur.

Another "Before and after" to show some more rephocasing.
Spoiler:
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KalebNoobMaster
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Re: Phocas Island 2: Re-Phocased. Still needs music

Post by KalebNoobMaster »

Pretty cool! I've always loved Phocas Island. But I Still have yet to beat it :/
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chopkinsca
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Re: Phocas Island 2: Re-Phocased. Still needs music

Post by chopkinsca »

Things are coming together, at this rate I'll get a release before Christmas. The key words are "at this rate". Last time I said that, I ended up in another WoW addiction and no motivation to work on this project.

Endurance mode. Not much is left to do with this other than getting it tested. I'm halfway through doing a final pass on all the levels and things are looking good. The people who playtest will have their name/score listed in the high score display. This is one reason I really want the ability to write variables to an external file. For now, the only way to preserve your own high scores is through screenshots or writing it down.

Adventure mode. A bunch of small pieces are left. A lot of minor bug fixes and only a few major parts left to finish. The hard part about some of these things is that they are at the very end of the mod, so I'd have to play 30+ minutes just to get to the part I'm testing to find I made a stupid mistake and have to start over. I have ways around that though.

I added a breath meter so you know when you are about to drown. The only reason I added this is because of one key part of the adventure.

Super secret map. Depending on how willing I am to finish the map, there may be an actual secret bonus map (as opposed to the optional bonus map which isn't in a secret).

Music. I still need someone to compose 2 - 3 new tracks. I signed up for the Doom Musicians Guild forum, but my account hasn't been activated in over a week.
PFL
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Re: Phocas Island 2: Re-Phocased. Still needs music

Post by PFL »

Well, your precisions got me all "wet"; I am ready to try this piece of art for sure
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chopkinsca
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Re: Phocas Island 2: Re-Phocased. Still needs music

Post by chopkinsca »

Endurance mode is pretty much done. After I fix a few issues, I'll get it off to the beta testers. The testers get the privilege of having a high score in the high score list.

Endurance mode has "phases". When you kill enough, the number of monsters spawned increases. I want messages to signify when the phase changes. This is were you can help. Come up with a message to be used when monster spawns increase. Things like "The monsters are coming faster", but not as lame. I'll take all suggestions, throw them in an array and have a random one printed when monster spawns increase.

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