
Phocas Island 2: Re-Phocased. Is it back?
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.
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.
- Cutmanmike
- Posts: 11352
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: Phocas Island 2.5 (Needs mapper... Maybe)
It's the only other thing that's put me in the "ff7 overworld" mood as I call it. Hopefully the update can take me back there 

- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
Speaking of FF7... *goes back to playing FF7*Cutmanmike wrote:It's the only other thing that's put me in the "ff7 overworld" mood as I call it. Hopefully the update can take me back there
Actually, not quite sure what you mean by that

- Cutmanmike
- Posts: 11352
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: Phocas Island 2.5 (Needs mapper... Maybe)
Y'know, the first time you step into the overworld with that subtle music playing. Not knowing where you're going but you take the time to explore every nook and cranny anyway, and you never know what kind of bizzare monster will pop up next (like A GIANT FRIGGIN SNAKE)
- FuzzballFox
- Posts: 1905
- Joined: Thu Jan 24, 2008 10:19 am
- Location: Hampshire UK
Re: Phocas Island 2.5 (Needs mapper... Maybe)
It IS outrunnable even without a chocobo! =DCutmanmike wrote:Y'know, the first time you step into the overworld with that subtle music playing. Not knowing where you're going but you take the time to explore every nook and cranny anyway, and you never know what kind of bizzare monster will pop up next (like A GIANT FRIGGIN SNAKE)
- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
Oh yeah, I know what you mean. I'm almost at that point now. I'm glad my project gave you that feeling. Means I succeeded in what I wanted to achieve.Cutmanmike wrote:Y'know, the first time you step into the overworld with that subtle music playing. Not knowing where you're going but you take the time to explore every nook and cranny anyway, and you never know what kind of bizzare monster will pop up next (like A GIANT FRIGGIN SNAKE)
- FuzzballFox
- Posts: 1905
- Joined: Thu Jan 24, 2008 10:19 am
- Location: Hampshire UK
Re: Phocas Island 2.5 (Needs mapper... Maybe)
If this will be extremely large and there are many chances to have a real explore, then throwing in some extra goodies might be good, rewarding the player for straying from a set path...
- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
Update screenshot. Brightness might be effed.
http://img25.imageshack.us/img25/4224/canyont.png
http://img25.imageshack.us/img25/4224/canyont.png
- Captain Ventris
- Posts: 4608
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: Phocas Island 2.5 (Needs mapper... Maybe)
YES one step closer! Lookin' good. 

- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
While playing around in the new map whilst editing it, I found it is quite fun to run around killing things for points while trying to survive. I plan a survival map where you choose the map to 'survive' on, monster spawn is maxed and puzzles are solved. The idea is to try and get as many points as possible. The only hard part is a custom spawn list for this mode. I need input on a couple of things that I can't decide on. To get this mode, you need to complete the main game and at the credits you get a code. I'll give the player all the weapons (including a SSG) but points will differ from what weapon you use. The ssg, while more powerful, will have a lower point modifier than the rifle. The axe obviously would give you the most points.
Edit: I implemented survival mode for the first map and it works great. I could get the rest of the maps done up in an hour.
I was thinking of ditching the secret bonus map... Unless someone wants to help me with it. All I need is ideas for the rooms, I can do the mapping/scripting.
I think I'm burnt out from mapping the new optional map. I probably will just tie up the loose ends and leave it as is instead of making 2 more maps.
Apart from that, all that's left is some bugs and testing of the level-able weapons.
Some recent changes:
Edit: I implemented survival mode for the first map and it works great. I could get the rest of the maps done up in an hour.
I was thinking of ditching the secret bonus map... Unless someone wants to help me with it. All I need is ideas for the rooms, I can do the mapping/scripting.
I think I'm burnt out from mapping the new optional map. I probably will just tie up the loose ends and leave it as is instead of making 2 more maps.
Apart from that, all that's left is some bugs and testing of the level-able weapons.
Some recent changes:
Spoiler:
There are lots of things to discover. Due to the progression, just because you get to the end doesn't mean you've seen it all. Right now there are lots of secrets and I plan on adding more.FuzzballFox wrote:If this will be extremely large and there are many chances to have a real explore, then throwing in some extra goodies might be good, rewarding the player for straying from a set path...
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: Phocas Island 2.5 (Needs mapper... Maybe)
I urge you to reconsider this: Having the score randomised, even if it's within a range, can undermine the point of keeping score in the first place.-monsters now give points in a range instead of a fixed amount. The points are also multiplied by skill level.
- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
You're right, I'm now going through the process of reverting the points back to a set value.TheDarkArchon wrote:I urge you to reconsider this: Having the score randomised, even if it's within a range, can undermine the point of keeping score in the first place.-monsters now give points in a range instead of a fixed amount. The points are also multiplied by skill level.
Edit: Survival mode is mostly complete. All that's left to do is tweak monster spawns and do up the last map (waiting for it to be all mapped out first). I'll pay someone if they get the system to work for multiplayer, seriously

- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
A screenshot of something I came up with. It's not perfect and I might not keep it. It looks cool though.
Spoiler:and the current changes list (might be missing some things):
Spoiler:
- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
I've put up an image gallery on my facebook page. I'll update it now and then.
http://www.facebook.com/chopkinsca?ref= ... =667320836
http://www.facebook.com/chopkinsca?ref= ... =667320836
- Captain Ventris
- Posts: 4608
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: Phocas Island 2.5 (Needs mapper... Maybe)
Sweet. Hey, your changelist is missing "Awesome new story of awesome with a million possible endings."
- chopkinsca
- Posts: 1325
- Joined: Thu Dec 11, 2003 5:03 pm
Re: Phocas Island 2.5 (Needs mapper... Maybe)
updated screenshot. At last I finally got around to sloping the ugly 'arch' in Beached.
And a few things to the changelog.
Spoiler:My problem with weapons hanging GZDoom has been fixed. This means I can finish doing the level-able weapons. It's going to be hard to test them though since it takes me around 10 minutes to get to the first weapon.
And a few things to the changelog.
Spoiler: