Ashes Afterglow TC - closing the vault

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
WiseFree
Posts: 14
Joined: Fri Oct 16, 2020 4:04 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Abandoned Watchtower

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by WiseFree »

Vostyok wrote:
WiseFree wrote:Great job as always Vostyok , just one curiosity , is there any possibility of improving the UI look?
Will see what I can do. Will post some screens of both the graphical and text only UI when I've decided on what I'm going with.
Looking forward to it then. :wink:
User avatar
Linz
Posts: 317
Joined: Mon Jun 29, 2020 3:42 pm

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Linz »

Question,will you update the Weapons and Monsters Packs with the new weapons and monsters and shit Afterglow introduced once you're done?
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164
Contact:

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Vostyok »

Of course!

All updated monsters, weapons and, indeed, shit, shall be available in separate packs for all your smooshing needs. I'm planning on releasing these shortly after the main release.

Not sure about the mutators yet - we'll see how their relevant authors feel about having to update their work.
User avatar
Linz
Posts: 317
Joined: Mon Jun 29, 2020 3:42 pm

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Linz »

I wonder how you'll implement the workbench upgrades for them though
atarumoroboshi18
Posts: 58
Joined: Sun Sep 30, 2018 6:16 pm

Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by atarumoroboshi18 »

I thought of a fun idea. How about giving mutated enemies the ability to upgrade? Maybe have ultra rare radiation vents that spew radiation and if a mutant steps on it they morph/mutate/upgrade into a bigger, stronger beast?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Gez »

This is not how mutations work! :p
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Captain J »

Well in Fallout, the game lets you grow your extra toe and carry it in your pocket even
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164
Contact:

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Vostyok »

Linz wrote:I wonder how you'll implement the workbench upgrades for them though
Don't worry. I have a plan involving these, that will also support non-Ashes map based weapons progression.

atarumoroboshi18 wrote: I thought of a fun idea. How about giving mutated enemies the ability to upgrade? Maybe have ultra rare radiation vents that spew radiation and if a mutant steps on it they morph/mutate/upgrade into a bigger, stronger beast?
I remember playing a game called Wasted on Steam that gave some enemies an ability like this. This might be awkward to implement, due to the way radiation works though. I was thinking of including a radiation based enemy, since we have a spot for one of those. But I doubt it will interact with radiation in this way. We shall see.
Gez wrote:This is not how mutations work!
Quite.


We've just entered the next stage of our little campaign- heading out of The City and into The Badlands, and I will be posting some new shots once we've agreed on what we can show off. Expect this thread to get quiet for a short time again. But work continues.
User avatar
Leglock
Posts: 88
Joined: Sat Mar 02, 2019 2:04 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Leglock »

Vostyok wrote:
Linz wrote:I wonder how you'll implement the workbench upgrades for them though
Don't worry. I have a plan involving these, that will also support non-Ashes map based weapons progression.

atarumoroboshi18 wrote: I thought of a fun idea. How about giving mutated enemies the ability to upgrade? Maybe have ultra rare radiation vents that spew radiation and if a mutant steps on it they morph/mutate/upgrade into a bigger, stronger beast?
I remember playing a game called Wasted on Steam that gave some enemies an ability like this. This might be awkward to implement, due to the way radiation works though. I was thinking of including a radiation based enemy, since we have a spot for one of those. But I doubt it will interact with radiation in this way. We shall see.
Gez wrote:This is not how mutations work!
Quite.


We've just entered the next stage of our little campaign- heading out of The City and into The Badlands, and I will be posting some new shots once we've agreed on what we can show off. Expect this thread to get quiet for a short time again. But work continues.
Hey guys, sorry for not been present for a while, I was bussy trying to stay alive (2020 things :P)

Those screens look so detailed, I think you polished even more the sprites, maybe I am wrong. They look great.

About radiation enemies, I am on board on that. But I want to add some salt to that, making some kind of summoner/ necromancer that can summon/ resurrect enemies, both this new type of enemies and the spawns may have high radiation if you get to close. Just a random thought.

I saw you mentioned a discord, "the joy of mapping" maybe?
User avatar
Joje
Posts: 18
Joined: Fri Nov 20, 2020 12:01 pm

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Joje »

After a resent playthrough i realised that the bartender in Michonne Circle completely changed personality between the games. In the og ashes she felt like a stone cold bitch but in this demo she feels so goddamn friendly a talkative. I prefer her new personality more but it seems kind of strange. Maybe she got abducted by aliens and this is just an evil clone? Or in this case a friendly clone. Hidden Afterglow subplot revealed? dun dun dun duuuu
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164
Contact:

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Vostyok »

Leglock wrote:
Hey guys, sorry for not been present for a while, I was bussy trying to stay alive (2020 things :P)

Those screens look so detailed, I think you polished even more the sprites, maybe I am wrong. They look great.

About radiation enemies, I am on board on that. But I want to add some salt to that, making some kind of summoner/ necromancer that can summon/ resurrect enemies, both this new type of enemies and the spawns may have high radiation if you get to close. Just a random thought.

I saw you mentioned a discord, "the joy of mapping" maybe?
Hey, welcome back! Glad you survived.

Got something in mind for a mid-way point, regarding the above enemy idea, so don't worry. It'll make more sense, thematically.

And yes, we do have a Discord. Although it's really not very busy and is mainly for those wanting to playtest this and get notifications on the release date.
Joje wrote: After a resent playthrough i realised that the bartender in Michonne Circle completely changed personality between the games. In the og ashes she felt like a stone cold bitch but in this demo she feels so goddamn friendly a talkative. I prefer her new personality more but it seems kind of strange. Maybe she got abducted by aliens and this is just an evil clone? Or in this case a friendly clone. Hidden Afterglow subplot revealed? dun dun dun duuuu
iirc correctly she changes dialogue slightly depending on how you speak to her. If you order a drink or food she gets a little more talkative. I never really wrote her as malicious though. She has a bit more respect for scavengers than most of the other characters. She's more sarcastic than anything, she just doesn't trust drifters that much.


In other news, I have been away for a bit, and still am. Wifi access is a bit sketchy. So can't post anything quite yet. Hopefully within the next week or so I can give a decent update to what we've been doing.
User avatar
ReformedJoe
Posts: 180
Joined: Mon May 21, 2018 4:52 pm

Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by ReformedJoe »

Here are some more screens from my end of the project.
Spoiler:
atarumoroboshi18
Posts: 58
Joined: Sun Sep 30, 2018 6:16 pm

Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by atarumoroboshi18 »

ReformedJoe wrote:Here are some more screens from my end of the project.
Mmm! These mods are basically the only ones I'm truly waiting for! These screens look amazing! Hats off to the texture artists, mappers, etc. for this incredible work!
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Scuba Steve »

Give to Steve.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg14

Post by Captain J »

SO GLAD the TC is going well. Especially the map blended real well with the lemon-orange sky!
Locked

Return to “Abandoned/Dead Projects”