DECK: Doom Engine Creator's Kit

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YukiHerz
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Re: DECK: Doom Engine Creator's Kit

Post by YukiHerz »

I gave it a shot, but i don't think they're good enough for actual submission, i'll leave them here if it's useful anyways.

ImageImage

No PSD because i don't use photoshop, no PDNs because it would still be kinda pointless...
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Nash
 
 
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Re: DECK: Doom Engine Creator's Kit

Post by Nash »

Will there be some kind of "quality control" to ensure art style consistency between the assets (for example the lighting has to blend in with Doom's original sprites - no cartoony stuff, no overly photo-realistic images or 3D pre-renders either)?

Or is this basically just meant to be one giant resource collection where anything goes (OpenGameArt in PK3 format)?
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leileilol
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Re: DECK: Doom Engine Creator's Kit

Post by leileilol »

I sure hope there is quality control. The issue with those "Free Data" projects out there are a lack of it just for shutting up the warnings considering a game with *BEEP BEEP BEEP* "GRAPHIC NOT YET DONE!!!" as a finished playable project.


I learned the hard way.


Also guys, don't base off of FreeDOOM. You can't relicense the modified BSD license works into public domain without their authorization.
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Re: DECK: Doom Engine Creator's Kit

Post by HexaDoken »

Yo

ImageImage
ImageImageImage

Drawn from scratch(the energy pod in the black medkit is an exception - I THINK I used karasawa ammo pickup for that, if it is a problem somebody could edit it out, for reference when making these I looked at Alien Shooter 2 health kits)
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Re: DECK: Doom Engine Creator's Kit

Post by YukiHerz »

HexaDoken wrote:ImageImage
These look amazing, but the DECK page says that you can't use a red cross.
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Re: DECK: Doom Engine Creator's Kit

Post by wildweasel »

How about a Star of Life or Caduceus instead?
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Re: DECK: Doom Engine Creator's Kit

Post by Hellser »

I think the Star of Life would be easier to spot in the distance and easier to pixelate than the Calduceus.
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Enjay
 
 
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Re: DECK: Doom Engine Creator's Kit

Post by Enjay »

A green cross is used in many places as a medical and pharmacy symbol and, I think, it avoids the complications associated with being the symbol of The Red Cross Society. Sometimes it is reversed and the first aid kit (etc) is green and the cross is white. Just as easy to pixel as a red cross.

Image
Image
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XCVG
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Re: DECK: Doom Engine Creator's Kit

Post by XCVG »

I think a green, or black/white cross would be better for a military context, and a Rod of Asclepius or Star of Life would be better for a civilian context. A green cross is far easier to draw and probably easier to see as well, but YMMV.

IIRC styles are mentioned on the project page but the asset list does not mention them. Is each resource meant to fit into a specific style or to be more generic.
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Re: DECK: Doom Engine Creator's Kit

Post by Ed_C »

I had an idea for a community project for DECK, see what everyone thinks. Instead of throwing resources with varying art styles at a singular iwad / depository, keep the iwad stripped down to just nuts and bolts. Just the minimal amount of graphics, and definition files to run with a generic player avatar and a few basic resources to be commonly used packed in. For a community project, it could be submit a .pk3 with scratch decorate and open resources with the goal of showcasing GZDoom as an engine. Each pk3 and it's resources could be used as a base for an aspiring dev / modder or used as an example of how you would go about doing it yourself in the engine. A cool camera demonstration, Pong, a basic MSPaint rpg, Pogostick like side-scroller example. Whatever you think is something cool or unique you could do within the engine. All the .pk3 files could be compiled as a resource archive with an example wad provided in each entry. Like a GZDoom science fair.

I think it's fair to assume that most people will know that a Doom clone could be done with a modified version of the original engine. Having a diversified collection of smaller examples might be more beneficial in really showing what you can do with the engine. That, and artistic continuity between resources wouldn't be that big of a deal.
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XCVG
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Re: DECK: Doom Engine Creator's Kit

Post by XCVG »

I agree with providing small, varied examples, but disagree with providing resources in individual packs. The purpose of DECK seems to be to provide a versatile base that allows creators to build a variety of games without having to create their own assets. To me the goal seems to be to provide a good-sized pool of resources that are cohesive enough to be used together.
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Re: DECK: Doom Engine Creator's Kit

Post by Cage »

Probably too busy to contribute, but I think two things should be cleared out first:

1. Are the resources supposed to be in a low or a high resolution?
2. Using a 256 color palette, or not?
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XCVG
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Re: DECK: Doom Engine Creator's Kit

Post by XCVG »

Cage wrote:Probably too busy to contribute, but I think two things should be cleared out first:

1. Are the resources supposed to be in a low or a high resolution?
2. Using a 256 color palette, or not?
From the website:
Any size or aspect ratio permitted. 128x128 pixels is a typical Doom texture,
Only square aspect ratio. All flats in Doom are 64x64 pixels; GZDoom supports larger sizes.
Doom's player is about 56 pixels tall, characters can be a wide range of sizes relative to that.
Ambiguous, get clarification on that.
Truecolor (32-bit color) PNG images with alpha transparency are preferred; there's no need to use 8-bit color palettes, sometimes called "indexed color" by art programs.
Art is not paletted. Nobody has pointed it out yet, but even if the art is all truecolor ZDoom still needs a palette to run. I would go with the (Free)Doom palette or a slight variation of it.
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torridgristle
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Re: DECK: Doom Engine Creator's Kit

Post by torridgristle »

It's going to use GZDoom, not ZDoom.
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Re: DECK: Doom Engine Creator's Kit

Post by wildweasel »

torridGristle wrote:It's going to use GZDoom, not ZDoom.
Yes, but even GZDoom will complain if there is no PLAYPAL lump in the IWAD.

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