HIC SUNT DRACONES - (WIP)

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.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: "Exploration" TC (WIP until infinity)

Post by Ed the Bat »

As much as I love shooting monsters, I love it even more when I can play something with a slower pace and explore like this.

My one fear here is that this project will fall off the face of the earth like the last time such a mod came onto the scene (Survivor). That would make me sad.
User avatar
Matt
Posts: 9670
Joined: Sun Jan 04, 2004 5:37 pm
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: "Exploration" TC (WIP until infinity)

Post by Matt »

Max Dickings wrote:I kind of hope the end result is there's the "problem" of monsters and you "solve" it with a shotgun.
They're preparing their Christmas dinner but their turkey got eaten by the cat so you volunteer to get a new turkey for them? :V
User avatar
Arch
Posts: 491
Joined: Thu Nov 10, 2011 12:06 pm

Re: "Exploration" TC (WIP until infinity)

Post by Arch »

Mixing exploration in the open areas with some action in the buildings could work.
By the way, my jaw is still dropped by those screenshots. Reminded me of the PS2 game Shadow of the Colossus.
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: "Exploration" TC (WIP until infinity)

Post by kodi »

You're all too kind! ^^
http://imageshack.us/photo/my-images/20 ... 05072.jpg/
Prototype for the hanging castle's magical reactor room. Some crazy mage stole himself a star and bound it there or something. Seems to be running pretty hot. Piston engines to be placed elsewhere later can be seen in the background.
Ed the Bat wrote: My one fear here is that this project will fall off the face of the earth like the last time such a mod came onto the scene (Survivor). That would make me sad.
That's quite likely to happen. I'll be sure to give someone else the chance to continue with it if it's going nowhere though.

Anyway, some things I'd really appreciate help with:
  • What is the best order of workflow? Right now I'm juggling texturemaking in PS, editing esoteric lump files, ACS, and modeling(term?) several maps at once in Doom builder. Working like this has taught me a lot and kept my interest from slipping, but it's hardly efficient.
  • How do I attach a dynamic light to an equipable weapon? Just want to make a torch/lantern.
  • Has anyone coded frameworks for inventory and dialogue systems I might use, or are there guides on how to code such a thing?
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: "Exploration" TC (WIP until infinity)

Post by Ed the Bat »

Adding a dynamic light to the weapon would probably be best achieved by having the weapon spawn a dummy actor, which follows the player via A_Warp commands, and putting dynamic lights on that actor. I know that explanation was pretty sparse, so let me drum up a quick example, based on how I've done it...

Code: Select all

//Changes intensity by simply using a different defined light for each frame. Offers better control than flicker/fade lights.
ACTOR GunLightPoint
{
	States
	{
	Spawn:
		TNT1 A 1 NODELAY LIGHT("GunLight1") A_Warp(AAPTR_TARGET)
		TNT1 A 1 LIGHT("GunLight2") A_Warp(AAPTR_TARGET)
		Stop
	}
}
Spawn that actor in a state on the weapon (for a torch, I'd think the Ready state would work best) with A_SpawnItemEx, and you should be ok to go!
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: "Exploration" TC (WIP until infinity)

Post by kodi »

Thanks a ton Ed, got it to work perfectly with that method!
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: "Exploration" TC (WIP until infinity)

Post by Ed the Bat »

Happy to help! :D
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: "Exploration" TC (WIP until infinity)

Post by Nash »

I like what I see but can you please use imgur for your images? ImageShack is so spammy, forces me to open a new tab, have to click a few things before I finally see your image, etc...

Imgur has tools that let you copy/paste clickable thumbnails in BBcode format directly here.

http://imgur.com/
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: "Exploration" TC (WIP until infinity)

Post by kodi »

Nash wrote:I like what I see but can you please use imgur for your images? ImageShack is so spammy, forces me to open a new tab, have to click a few things before I finally see your image, etc...

Imgur has tools that let you copy/paste clickable thumbnails in BBcode format directly here.

http://imgur.com/
I tried Imgur when first suggested, but it kept giving me errors. Just tried it with IE, and it worked. Seems imgur is just incompatible with Aurora :p (but I'll use IE to upload pics there in the future then).
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: "Exploration" TC (WIP until infinity)

Post by Nash »

Good stuff:

- Castle exterior looks amazing, must've took ages to build that
- Castle interior lighting is nice
- Textures and water looks good

Bad stuff:

- Too much bloom
- Lack of lighting and shadows in the exterior makes the colours look flat

Keep up the good work!
User avatar
Matt
Posts: 9670
Joined: Sun Jan 04, 2004 5:37 pm
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: "Exploration" TC (WIP until infinity)

Post by Matt »

[wiki]A_Warp[/wiki] maybe for the light? Or possibly constantly shoot a fastprojectile (the best way to make sure the light is slightly ahead of where you're pointing)?

I'm hoping this has no combat at all - it just gets distracting and annoying for atmospheric exploration stuff.
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: "Exploration" TC (WIP until infinity)

Post by kodi »

Nash wrote:
Spoiler:
Thanks! The castle exterior is actually entirely made of 3D floors. Bad decision in hindsight, but wanted to avoid painting myself into a corner with the architecture. It's also still only ~40% done. The bloom I've barely tweaked at all as of now, but since it's outside the jurisdiction of the executable and can't be changed during play, it has to be a compromise setting that works both for dark and bright levels/areas.

Anyway, I've decided to focus on getting a proof-of-concept release ready ASAP. There'll be a simplified version of the first puzzle (find a shelter, make a fire, spend the night).

New screen of an underwater cave:
Spoiler:
User avatar
kodi
 
 
Posts: 1351
Joined: Mon May 06, 2013 8:02 am

Re: HIC SUNT DRACONES - (WIP) [*way* pre-alpha test demo!]

Post by kodi »

Updated the title page, and made a tiny, tiny release!
User avatar
neoworm
Posts: 1729
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: HIC SUNT DRACONES - (WIP) [*way* pre-alpha test demo!]

Post by neoworm »

I like the "long_before_pre-alpha" suffix. I saw pre-alpha games and mods that had much, much less work done.
User avatar
Matt
Posts: 9670
Joined: Sun Jan 04, 2004 5:37 pm
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: HIC SUNT DRACONES - (WIP) [*way* pre-alpha test demo!]

Post by Matt »

I like the little magnifying glass thing, though at the moment it seems a bit buggy (it sometimes disappears very early, or fails to disappear when you're no longer looking at the thing)

The torch should only appear in very dark areas and the player not given the ability to shine it outside of those places - it's weird to see that yellow spot out in broad daylight.

Is it possible to get to the south part of the map at this point?

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