[V1.3] The Adventures of Square: Episode 1!

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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby MTrop » Fri Nov 21, 2014 7:01 pm

Captain J: For the moment, I've linked your Tumblr and used your Tumblr avatar as the portrait for the time being. Send me updates whenever you'd like.

Slax: Why wouldn't you want to link to your Tumblr? *clicks link to website* Ohhhhh.... never mind.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Slax » Fri Nov 21, 2014 7:10 pm

Porntown Scandinavia, baby.
Anyway, thanks. :)
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Captain J » Fri Nov 21, 2014 10:52 pm

Ah, thanks. Anyway just sending massage to me will be the easiest thing to do, i might be forgot what should i do.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby joshescue18 » Fri Nov 28, 2014 9:00 pm

Will the full version ever be released on /idgames archive on doomworld?
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Jimmy » Fri Nov 28, 2014 11:15 pm

We're thinking probably not. We're very much intent on billing this as an independent game project all of its own, rather than a mod for Doom.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Slax » Sun Nov 30, 2014 9:27 pm

Well, that's what it is.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby MTrop » Mon Dec 01, 2014 8:25 am

A mod for Doom? I disagree entirely. It requires no assets from the original Doom and is not dependent on actor code that is not native to the ZDoom engine. It would be akin to saying that everything that uses the Unreal Engine is an Unreal Mod, regardless of whether it requires the original game or not.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Gez » Mon Dec 01, 2014 8:40 am

I'd say it's both an independent game and a mod for a Doom engine. And while it requires no assets from the original Doom, a lot of the textures used are extremely reminiscent of Doom textures.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Slax » Mon Dec 01, 2014 10:27 am

MTrop wrote:A mod for Doom? I disagree entirely.

Noooooooope. The other thing.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby MTrop » Mon Dec 01, 2014 11:15 am

Oh. Okay. Whoops! Hooray for English language ambiguity...
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Biosyn » Tue Dec 02, 2014 12:05 am

Some feedback.

Pros:

. Game/mod is definitely very unique. The cartoony feeling its trying to capture is done very nicely.
. Really liked the exploding enemies. Smooth animations and feels good to just blow those enemy shapes to pieces.
. Sound effects complement the game very well.
. Graphics are done very well.
. Music score fits perfectly with the theme. Kudos to the composers.
. "This is my boomstick" cartoon variant. :P

Some suggestions that you might like to consider:

. I plan to play this proper but just out of curiosity, I tried to see the full weapon set. The selection is nice but feels a bit inconsistent. Some weapons slots have two weapons (which is good) while some have only one. Also, weapon slot 6 is missing I believe but weapon slot 7 is there. I'd suggest filling up the empty slots as this will make weapon selection feel a bit smoother.
. A bit more enemy variety would be nice. I noticed the maps are a bit huge-ish so it might be beneficial to have a slight bit more variation in enemy types early on. Nothing drastic of course.

Overall, great job Jimmy :thumb: . Keep up the good work.

Also, do you really plan on releasing this as a stand-alone game? I definitely think it has the potential to do nicely without having to rely on Doom.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Captain J » Tue Dec 02, 2014 3:12 am

Biosyn wrote:. A bit more enemy variety would be nice. I noticed the maps are a bit huge-ish so it might be beneficial to have a slight bit more variation in enemy types early on. Nothing drastic of course.
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Slax » Tue Dec 02, 2014 3:54 am

I wouldn't mind doodling some Square stuff again. Probably will. *whistle* ♪
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby MTrop » Wed Dec 03, 2014 10:03 am

Biosyn wrote:Some feedback.
. I plan to play this proper but just out of curiosity, I tried to see the full weapon set. The selection is nice but feels a bit inconsistent. Some weapons slots have two weapons (which is good) while some have only one. Also, weapon slot 6 is missing I believe but weapon slot 7 is there. I'd suggest filling up the empty slots as this will make weapon selection feel a bit smoother.
. A bit more enemy variety would be nice. I noticed the maps are a bit huge-ish so it might be beneficial to have a slight bit more variation in enemy types early on. Nothing drastic of course.

Overall, great job Jimmy :thumb: . Keep up the good work.

Also, do you really plan on releasing this as a stand-alone game? I definitely think it has the potential to do nicely without having to rely on Doom.


The game is standalone, but can't be run as an IWAD in ZDoom 2.7.1. We use a later Git Build in the Windows bundle for that reason (which DOES detect it as an IWAD).

Weapon 6 doesn't exist because the game isn't done yet. It will have weapons in it in the full game.

The monster roster will be more complete/different in the later episodes. We found that there was enough monster variety for the first episode, but we didn't want to throw the entire bestiary at the player at once. Gradual introduction is key so that the player is not overwhelmed. The later additions that we will be making should vary the gameplay enough so that the rest of the game isn't just "more of the same."
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Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!

Postby Slax » Tue Dec 16, 2014 6:10 pm

Image

Action Square.
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