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.
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.
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:
-All new resources, sounds, music, graphics, maps, everything. I've only reused one explosion from FreeDOOM so far.
-One episode planned, less than 10 maps. I'm not the best mapper, so I really can't aim very high there.
-Drawn cutscenes with backstory text in between each level. Possibly limited dialogue in the actual game.
-Tons of voice acting, including player voice cues for special kills or item pickups.
-About 5 or 6 enemies planned, most of which probably won't be too interesting unfortunately. I'm going for a relatively low key style so all the enemies are a variation of the Dark Forces stormtrooper in terms of function.
-Stealth! To make up for the enemies being a tad boring, the fact you don't actually need to fight them. Stealth isn't mandatory but it's a nice challenging way to complete the maps. I want to make nightmare difficulty prevent you from using weapons, so you only have stealth and wits to get through the maps.
-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.
-Relatively complex wound system, in which each of your limbs has an individual health pool that adds into your health total. You have to either apply medkits on the limbs to fix them up or you can use the medkits from the main inventory to distribute the healing evenly over your entire body.
-Complete PDA HUD with notes/map/inventory screen. Still heavily WIP, though, particularly with the inventory.
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
Last edited by OliveD on Fri Jan 25, 2013 8:41 pm, edited 1 time in total.
-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. :(
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.
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.