DUSK - an actually-authentic retro shooter wtf

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Xaser
 
 
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Xaser »

MarisaKirisame wrote:Maybe it's the lack of nearest-neighbour texture sampling...
This is an in-game option, fortunately. Saw folks swapping between texture sampling modes a bunch at Quakecon for preference's sake.

re:Shovel Knight music, it's likely a case of "our sound library doesn't support this." They're indeed legit NES chiptunes, and virt (the artist) used to mirror the .nsf on his bandcamp page, though it seems the link is dead. :(

I'm frankly all for proper-chiptunes/modules in games, but that's largely because I write them. :P
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Marisa the Magician »

I have every track you've ever put on the internet (sorry if that sounds creepy)
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Re: DUSK - an actually-authentic retro shooter wtf

Post by shotfan »

From the video only the upside down perspective looked promising. Finally looks like flipping in the air. But aside from that, it did not interest me. Also, being "retro" is no excuse for not rendering arms holding your weapon. Instant immersion breaker.
scalliano wrote:
leileilol wrote:
Oh by the way it's made in Unity
So is SlipstreamGX (okay, it's a bit thin on updates this weather, but what's there is as close to WipEout as is possible without a DMCA notice, and that includes Redout).

I find it depressing that the mere mention of Unity is considered a deal-breaker these days. It's a bloody good engine. Granted, it's open to abuse (from AAA houses almost as much as those other tossers TBH), but I've seen some really cool things done with it, not least of all in the fangame department.
Depends on what you mean by "as close to WipEout as is possible". SlipStream GX looks like a PC-exclusive sequel to Wipeout HD with new brands. However, I never liked the newfangled AG-glue physics that were around since Fusion. I missed the bounciness and floatiness of the crafts from before F9000-era (I am sure you know what I am talking about). For that reason I bought Wipeout 2097 a few years ago (still as awesome as back in 1996). And therefore BallisticNG is right up my alley, since this game is basically Wip3out 2, complete with hyperthurst afterburner and minimalistic interface design. So good thing we got both of these games, huh*? And both are on the Unity! So yeah, I do not get either why Unity is so badly regarded. Hate the game not the engine, I guess.

*Do not forget about Formula Fusion (albeit physics model in FF also does not excite me)
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Major Cooke »

4thcharacter wrote:inb4 DUSK for G/ZDoom and ÆOD.
Challenge: UNDER CONSIDERATION.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Shadow Hog »

Xaser wrote:re:Shovel Knight music, it's likely a case of "our sound library doesn't support this." They're indeed legit NES chiptunes, and virt (the artist) used to mirror the .nsf on his bandcamp page, though it seems the link is dead. :(
Y'mean this NSF?

He said he'd make one for Plague of Shadows, too, but I have yet to see it.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by MetroidJunkie »

HazeBandicoot wrote: Because of all the asset-dump projects that exist and plague the market, people just buy the license, hoard on market assets and place them down to make something that resembles a survival game, then sell it to make a quick buck, yet they're all probably rich kids that didn't even need the quick buck in the first place :V.

Which is a damn shame because Unity has a ton of potential if you have the right people behind it.


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Re: DUSK - an actually-authentic retro shooter wtf

Post by NeuralStunner »

Major Cooke wrote:
4thcharacter wrote:inb4 DUSK for G/ZDoom and ÆOD.
Challenge: UNDER CONSIDERATION.
I'm pretty sure that was sarcastic. In a "please don't actually do this" sort of way.

The ZDoom Community: Now with less originality than the professional video game industry. :(

No but seriously, it's not even released yet. Why would you even think about that.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by 4thcharacter »

If DUSK sucked, maybe the guys behind Q4LFM-DE and D4D would do their magic and see what they'd add. I'd love to see that. But yep, a TC based on this seems pointless.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by The Zombie Killer »

Just for the record, while Unity is certainly a lot more capable than many people make it out to be, it's not without issues that make it an absolute no as an engine choice for any of my projects. Unfortunately UE4 suffers many of those same issues and as a result I wouldn't really use that either without extensive modifications.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by NeuralStunner »

The Zombie Killer wrote:Just for the record, while Unity is certainly a lot more capable than many people make it out to be, it's not without issues that make it an absolute no as an engine choice for any of my projects.
For me, it's the tight-wrapped data packaging system. I like games where you can repalce resources via directory structure, or at least using an open format. (I oh-so-badly wanted to replace some sounds in Ziggurat, but it would require unpacking the data, editing, and repacking as a replacement. Ugh. I shouldn't have to modify core files to mod, this isn't the 90s any more.)


Also: It's very disturbing how many posters here are not taking Xaser's optimism seriously. :(
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Hellser »

NeuralStunner wrote:Also: It's very disturbing how many posters here are not taking Xaser's optimism seriously. :(
I think we're being cautious, as we've all seen this old chestnut before. Some game comes out, it wows everyone. Promises so much to a specific crowd and only delivers so little. If Xaser is being optimistic about it, more power to the Xaser from AAAAA. But I can't - and won't fall for this.

I believe specifically aiming a game at a target generation with catch phrases like "Rampage meets Redneck", "Be branded a Heretic", "Quake in Fear", and finally "Meet your Doom", it's only trying to grab our generation of players attention to this new game to fill in that nostalgic itch. If this game ends up to be a success, then okay. I'm just not interested in it as I've got those games to play. The original content. Not something trying to keep those style of games on life support.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Rachael »

I think Hellser summed up my thoughts better than I could have ever articulated them - thanks.

Anyway, yeah, pretty much I agree with that. As much as I'd love to see a new game in the style and genre of those listed, I just don't think it *can* happen. But please - prove me wrong! If this game is a success, and it's fun and addicting to play, hell yeah I'll buy it.

But as others have stated - being Unity *does* kill it, but not because it's Unity - for me, it's because of the lack of modding support for Unity.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by The Zombie Killer »

NeuralStunner wrote:
The Zombie Killer wrote:Just for the record, while Unity is certainly a lot more capable than many people make it out to be, it's not without issues that make it an absolute no as an engine choice for any of my projects.
For me, it's the tight-wrapped data packaging system. I like games where you can repalce resources via directory structure, or at least using an open format. (I oh-so-badly wanted to replace some sounds in Ziggurat, but it would require unpacking the data, editing, and repacking as a replacement. Ugh. I shouldn't have to modify core files to mod, this isn't the 90s any more.)


Also: It's very disturbing how many posters here are not taking Xaser's optimism seriously. :(
Heh, I was actually PM'd about my issues with Unity by someone who wanted some info since they were going to be using Unity soon (I'll leave out names), and that was actually one of my very first points.
  • Pretty much everything is done in a GUI, if you're used to ZDoom-styled development, you'll be like a fish out of water. This can also negatively affect development, since devs will get into the habit of only testing their game in the Unity editor, which leads to bugs like the mouse not being captured properly after alt-tabbing (this is present in pretty much every Unity game I've played)
  • You can only script in UnityScript (a customized version of JavaScript) and a VERY outdated version of C#. This has performance implications a lot of the time, you can do native code via [DllImport] in C#, but it's painful
  • External resources such as models are not a built-in feature, and unless you put in the work to write a skeletal mesh importer, you're screwed if you want any serious mod support in your game
  • It's closed-source, which gives you less control over what you can do. My personal "golden rule" is to only develop in an engine I have the source code for. You can obtain the source code for Unity, but it's only given out under very specific circumstances.
  • Unity doesn't really offer much in the way of networking, if you want any serious multiplayer in your game, you're going to need to write the majority of it from scratch, if not all of it
  • Unity uses a VERY outdated version of Mono for its scripting runtime, which is the reason it uses an old version of C#. They often claim over the years that they're going to "update it eventually", but it still hasn't happened
  • With how Unity encourages you to structure your games, it is very easy for your project and its resources to get incredibly disorganized. If you look through the source code of a Unity game in ILSpy for example, you'll notice that more often than not, the code is an absolute mess of scripts that usually don't need to be there
  • Because the version of Mono used is outdated, you'll experience a lot of performance issues related to garbage collection, this makes optimizing your game quite a painful procedure
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Nash »

Normal support is going to be added into GZDoom soon according to Graf Zahl, after which that infrastructure is in place, all that's left is a material system and GZDoom will have properly shaded models and be a viable option for semi-serious indie projects...

Heck you could most probably fork GZDoom and make a Dusk-like game out of it. :V

EDIT: Okay so maybe some people will make a big deal about GPLv3 meaning uploading the source is compulsory; so maybe some people might get turned off by that, but still.
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Re: DUSK - an actually-authentic retro shooter wtf

Post by Rachael »

The source code for all pre-2012 id games is already available and it hasn't hurt them any, so it's not like uploading the source is going to be a huge deal breaker if you're more serious about the game itself than trying to maximize profits off of it.
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