Fortune's Run TC [WIP, unreleased] New screens!

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
OliveD
Posts: 18
Joined: Sun Jan 06, 2013 8:54 pm

Fortune's Run TC [WIP, unreleased] New screens!

Post by OliveD »

I've deliberated whether or not I'm far along enough on this for it to be worthy of a release on the ZDoom forums, but, well, I'm at a point where having a hand or two would REALLY speed up development, so I figured introducing my project to you guys would be a good first step.

Image

Fortune's Run is an IWAD I'm making for the SVN releases of ZDoom. It is intended to play in the vanilla resolution, that is, 320x200, and I've tried to make it 90s styled, though closer to the Build engine games than Doom, really. The original concept was themed after Dark Forces. You play as a famous alien thief out on the hunt for a map leading to a highly valuable artifact. You'll be sneaking around on ships, shooting your way through cyberpunk-ey cities and I even have a jungle level in the works. There isn't much done yet, but the basic resources are there, including a couple enemies, weapons, two full sets of environment textures and one and a half levels. Some cutscene screens and the hud as well, maybe some other stuff.

I've tried making everything from scratch but I'm borrowing a few elements from FreeDOOM (Palette, GENMIDI, some other things) All the art in the game however is mine. There's also a hefty bit of code to support some of the more complicated features.


To sum up the features and important points:
Spoiler:
Now, enough text, some screens:

Screenshots 1
Spoiler:
Screenshots 2:
Spoiler:

Also, I'd like to release a demo as soon as the second map is finished. Right now I need to draw a couple new enemies for it, so it might take a little bit, but I should have something to show for by the end of the week :D
Last edited by OliveD on Fri Jan 25, 2013 8:41 pm, edited 1 time in total.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: Fortune's Run TC [WIP, unreleased]

Post by Sgt. Shivers »

Wow! This looks very nice! I especially like screenshot 9.
User avatar
wildweasel
Moderator Team Lead
Posts: 21518
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10, 21H1
Graphics Processor: nVidia with Vulkan support

Re: Fortune's Run TC [WIP, unreleased]

Post by wildweasel »

I do greatly approve.
User avatar
Ral22
Posts: 531
Joined: Sun Sep 05, 2010 12:09 pm
Location: Land of Dawn and Thunder

Re: Fortune's Run TC [WIP, unreleased]

Post by Ral22 »

Marvelous work. It looks like nothing I've really seen in Doom before. Totally awesome.
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Fortune's Run TC [WIP, unreleased]

Post by Nash »

Looks awesome but I can't enlarge the screens!!!
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Fortune's Run TC [WIP, unreleased]

Post by Nash »

-New weapon hud sprite system based on hudmessages to allow the weapon to be decoupled from the camera and so i can interpolate it's movement build engine style.
This is a nice idea; I tried it before but unfortunately ran into a limitation: the HUDMessage weapon "sprite" cannot be affected by the player's light level and sector colour because there's no way to do that kind of colour shifting to a HUDMessage. Idea was immediately scrapped. :(
User avatar
Dynamo
Posts: 969
Joined: Sat Jun 07, 2008 5:58 am
Location: Industrial District

Re: Fortune's Run TC [WIP, unreleased]

Post by Dynamo »

10/10 I am greatly looking forward to this
User avatar
BouncyTEM
Posts: 3817
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: Fortune's Run TC [WIP, unreleased]

Post by BouncyTEM »

Holy crap, this looks great.
Might I be able to contribute to the sound design to some degree? I'd love the opportunity.
Can do some voice work too.
User avatar
CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: Fortune's Run TC [WIP, unreleased]

Post by CorSair »

Holy smokes those screenies! :o
User avatar
Jimmy
 
 
Posts: 4715
Joined: Mon Apr 10, 2006 1:49 pm

Re: Fortune's Run TC [WIP, unreleased]

Post by Jimmy »

Not sure if I'm a big fan of the very "gritty" overall look of it so far (some graphics like the status bar look almost palette-raped), not to mention the huge focus on brown in the maps - but I greatly applaud the amount of work that's been put into this. Very impressive stuff. I'm very much looking forward to giving this a go. :D
User avatar
Springy
Posts: 532
Joined: Thu Mar 08, 2012 3:22 am
Location: Earth

Re: Fortune's Run TC [WIP, unreleased]

Post by Springy »

I will be keeping my eye on this one, looks absolutely amazing thus far! Will it be stand alone like Harmony for example?
User avatar
Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: Fortune's Run TC [WIP, unreleased]

Post by Tormentor667 »

Wow... this is fucking brilliant :)
User avatar
Alterworldruler
Posts: 622
Joined: Mon Dec 19, 2005 7:31 am

Re: Fortune's Run TC [WIP, unreleased]

Post by Alterworldruler »

Tormentor667 wrote:Wow... this is kek'n brilliant :)
I don't think more needs to be said really :P
User avatar
Ravick
Posts: 1977
Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil

Re: Fortune's Run TC [WIP, unreleased]

Post by Ravick »

Shit! I wanted to say something! :(
_

Awesome! I'm totally waiting for this one!
User avatar
MG_Man
Posts: 1401
Joined: Sat Jul 28, 2007 1:24 pm

Re: Fortune's Run TC [WIP, unreleased]

Post by MG_Man »

This image points out a small issue:
Image

Remember, DOS's 320x200 mode is intended to be displayed in 4:3, so this means that this will end up oval-shaped in fullscreen. Just wanted to make sure you're aware of that.

More info on that here if you don't understand:
http://doomwiki.org/wiki/Aspect_ratio

Return to “TCs, Full Games, and Other Projects”