[slow WIP] Shadows of Apocalypse - BETA public DEMO

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
patrik
Posts: 168
Joined: Tue Mar 05, 2013 2:08 am

Re: [WIP] Shadows of Apocalypse - new map showcase (4/1/2016

Post by patrik »

Will DLC be located in Slovakia? ;P
Kidding aside, very nice work, kudos for all those voxels, even if I remember some of them from elsewhere. You can never overutilize them too much in Doom. :)
I hope you will keep software renderer compatibility, because I think its gritty look nicely supplements post-apocalyptic mood.
Do you want to make it bit more survival-like and implement weapon degradation?
User avatar
Woolie Wool
Posts: 1713
Joined: Mon Dec 15, 2003 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Arch Linux, Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [WIP] Shadows of Apocalypse - new map showcase (4/1/2016

Post by Woolie Wool »

How RPG is this RPG? I see no sign of a leveling/character building system or an inventory system.
User avatar
TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

Re: [WIP] Shadows of Apocalypse - new map showcase (4/1/2016

Post by TheBadHustlex »

I'm glad I'm not the only one doing OW-stuff in Doom. It does work surprisingly well for an engine like this. You just need to know what you're doing.
Looking at these screenshots, I came to realize how surreal and weird my style of making maps is.
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: [WIP] Shadows of Apocalypse - new map showcase (4/1/2016

Post by ramon.dexter »

Woolie: Well, I mean that the game will be rpg-like, in the way how rpg's are played ... so more open world with exploration, rather than classic doom straghforward action.

I have not yet created any implementation of rpg leveling system.

The invetory system is already included, I'm sticking to what is already in gzdoom engine. So the inventory is very basic.

badhustlex: Well, when I'm making maps, I always want the map to be so/realistic as possible. So when I am creating a city based map, the dirst purpose is that it should look as a city where people normally live/lived. I just like realism, even if it is little bit again gameplay fun. Well, life is not always fun :)

patrik: Well, I'm open to ideas. But I have evaluated how much time I spent on this and I can say that I have a year and a half of work ahead. So This is very early WIP.
But since I'm located in western Czech, I really don't know much of Slovakia. So I can send you my backgrounds and stuff and you can try to make something yourself. I have yet created in past few years some background story and world.
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: [WIP] Shadows of Apocalypse - new map showcase (4/1/2016

Post by ramon.dexter »

Little update

Hi people, I was playing with pixelart over the weekend and stitched up a new player skin. It's very basic, the helmet is too bright, so I have to tune it up a bit. Or, if anyone would lend a helping hand with shading the helm, I would be happy. Shading is not my cup of tea...

the helmet:
Image

the skin:
Image
Image
Image

The body is modification of rebel from strife, downloaded from Epidermis Emporium.
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: [WIP] Shadows of Apocalypse - little update

Post by ramon.dexter »

Minor update:

I have implemented a simple, strife-like RPG system. Levelling up will grant player a raised health, speed and damagefactor.
Here is the script. It's really simple, and I think it could be done better. Especially the raising of players properties is little cramped, os if anyone would help me with this, I'll be happy.

Code: Select all

//leveling system
script "levelUP" (void)
{
    level = level + 1;
    SetActorProperty(1337,APROP_DamageFactor, (GetActorProperty(1337, APROP_DamageFactor) + 0.1));
    SetActorProperty(1337,APROP_SPEED, (GetActorProperty(1337, APROP_SPEED) + 0.1));
    SetActorProperty(1337,APROP_Health, (GetActorProperty(1337, APROP_Health) + 5));
}

script "add50xp" (void)
{
    XP = XP + 20;
    ACS_NamedExecute("level", 0);
}

script "add100xp" (void)
{
    XP = XP + 100;
    ACS_NamedExecute("level", 0);
}

script "add200xp" (void)
{
    XP = XP + 200;
    ACS_NamedExecute("level", 0);
}

script "add500xp" (void)
{
    XP = XP + 500;
    ACS_NamedExecute("level", 0);
}

script "add1000xp" (void)
{
    XP = XP + 1000;
    ACS_NamedExecute("level", 0);
}

script "add2000xp" (void)
{
    XP = XP + 2000;
    ACS_NamedExecute("level", 0);
}

script "add5000xp" (void)
{
    XP = XP + 5000;
    ACS_NamedExecute("level", 0);
}

script "level" (void)
{
    if(XP >= 1000 && level == 1)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 3000 && level == 2)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 6000 && level == 3)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 10000 && level == 4)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 15000 && level == 5)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 21000 && level == 6)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 28000 && level == 7)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 36000 && level == 8)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 45000 && level == 9)
        {
            ACS_NamedExecute("levelUp", 0);
        }
    else if(XP >= 55000 && level == 10)
        {
            ACS_NamedExecute("levelUp", 0);
        }
}
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by ramon.dexter »

Screenshot update

Hi guys, I'm back with some new screens from a brand new map.
The map is former military base, noe serving as a Ranger base. The Rangers is a group of so-called protectors of peace and law in the wastes. They found and settled an old abandoned military base. Here they found some valuable technology they ar using. The player is called to the base as a first part of the story (still under heavy WIP).

For the development; I'm have yet created almost 90% of the voxel models as a replacement for static (and some animated) sprites. So most of the static objects will be voxel based. Weapon pickups are voxel based. Inventory item pickups are voxel based.
For the pickups - I have found beatiful flamer tower on the realm667. One day I get an idea, like what about voxelizing the game model (which is sprite). The animationion was a harsh - basically, animating a voxel in zdoom is basically the same as animating a sprite - so one frame for each picture...which means one voxel model for each tick. Long story short, it works perfectly, especially for the flamer tower. The same thing I didi for electro pod grenade from realm667. I'll pack it and send it over to tormentor, so anyone can use it.

Now for the pics:

Base entrance.
Image

Some bums.
Image

The gatekeeper.
Image

I have implemented the strife animated doors. Even if the wiki says the animated door does not work...well, it does. I just can't change the opening&closing sound, but nevermind.
Image

Some cracked asphalt road. Someone can notice the lights are looking like ones used in Wolfendoom. Well, I used the light from wolfendoom as a base for voxel model. So if tormentor wants, I cant send him the lamp voxel model with decorate and gldefs.
Image

Living quarters.
Image

Water reservoirs.
Image

Workshop.
Image

Semi-underground bunker created with help of 3d floors and polyobject doors.
Image

Communications relay.
Image

The Base. I'm starting to get bored with the desert theme. Maybe I should change the style...maybe...
Image

Some old, not functional SS-200 Vega Rockets.
Image

I love the Voxel Vehicles pack!
Image

Kitchen.
Image

Toilet.
Image
User avatar
Miami_vice
Posts: 33
Joined: Thu Oct 21, 2010 3:05 pm

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by Miami_vice »

Nice. Good job. It will be interesting to play.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by Captain J »

welcome back! and yeah, it is sure lively!
User avatar
Wilcocliw
Posts: 30
Joined: Wed Sep 09, 2015 3:43 am

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by Wilcocliw »

how did you make those voxels? if you didnt make them, then who made those voxels?i love how they look :wub:
I wanna know how these were made :geek:
User avatar
Caligari87
Admin
Posts: 6174
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by Caligari87 »

You can use MagicaVoxel to make them. Some of those look like they were probably pulled from the Team Hellspawn voxel pack and others.

8-)
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by osjclatchford »

good god this looks astounding! :wub:
User avatar
grouchbag
Posts: 579
Joined: Thu Dec 06, 2012 1:48 am

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by grouchbag »

This looks gorgeous! :wub: I really MUST learn to control my drooling...... :D
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by ramon.dexter »

wilcocliw: I'm using magicavoxel to make voxels. Some of the voxcels are maded by me, some are from duke voxels, shadow warrior or blood.
If you wanna know how to use mgaicavoxel, just install it and look at some of the tutorial videos. Basically, it's easy as drawing a sprite.

Anyways, for some news: I'm having a hard times right now, so I'm not so focused on the Shadows. So th development is right now somewhere close to half. I have to sort some things and at least, make some fucking decent story...
User avatar
HexenMapper
Posts: 160
Joined: Mon Jan 18, 2016 7:24 am
Contact:

Re: [WIP] Shadows of Apocalypse - screenshots update - NEW m

Post by HexenMapper »

I'm very interested in the radiation system. I've been meaning to do something like this of my own, but my current mod is just too early for radiation to be a thing (its a Hexen-WW2 crossover). This mod looks awesome! Will definitely play when its done
Post Reply

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