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.
The Cataclysm is goaled to be a commercial large open world RPG/FPS game on the GLOOME engine.
Anyone who actively helps with the project WILL get an even split of any proceeds of the sales of the game!
ACS
DECORATE
Mapping
Spriting
Texturing
Voice Acting
Custom Music (Industrial, Cyberpunky, Rock)
Concept Art
Cutscenes
Other bits of the (G)ZDoom/GLOOME engine
Listen closely, dear traveller, for i shall tell you a story, a legend, from among these wasted lands....
Far into the Cracked Capital, there lies an mysterious, haunted place from old, bypassers call it the Glass Forest, for its
glass spires that can reach higher than all the buildings that still stand.
Somewhere in that land exists a facility used by the elder mages, they say that these mages specialized in augmenting the
strength of humans using their powerful thunder magic and enchanted materials, but they did not have need for these
half-automaton humans, so they were sealed away in liquid ice with a powerful locking spell.
This is the legend of the only one of them that survived to see the world of fire, observing the carcasses of the rest, his
frail mind was beginning to remember, but his memories were twisted by the enhancement process, he could not remember who
he was before or what had happened, but a heartly memory came to him, of a female which made him become a half automaton,
something more than a human, something which he felt uneasy with.
And thus he set out to escape the untouched facility and look for traces of that woman, not without having issues due to
the now evaporated liquid ice, he fought the facility's corpse guards, powerful automatons and other indescriptible
machinations of the world before the flames, and found his way out to the world of fire, but little did he know that his
quest would also decide the future of our world.
Last edited by loismustdie555 on Sun Jan 24, 2016 10:22 pm, edited 5 times in total.
1) Before posting a new topic here, be sure you actually have a project in progress or release. For example, posting a new thread called "Mario TC" with the post "Hey i'm making a mario tc, more info soon!" isn't good enough. Be sure you've got plans for your project. Think about things like main features, help you could possibly want, suggestions you'd like. Or go take a few screenshots. People like screenshots. Just make sure you have a base for what you're going to be working on or no one is going to take interest. (Your title screen really doesn't count.)
2) Just to clarify from the above rule: you need to post something from your project! If a project thread is posted without screenshots, we'll give you 24 hours to get them added, or else your project thread is going to get locked. Not everybody wants to download a large-ish WAD file and puzzle over what exactly is changed, so it helps to show people what it looks like without making them read a wall of text or download a file and be surprised. If the mod has already been released in the thread's first post, screenshots are merely suggested, not required. We can be more lenient for mods where a screenshot does not convey what the mod actually does, i.e. for music and sound patches or mutators.
Granted, there's a lot of other things I could critique about your design document up there, but the big thing you've done wrong here is that you don't actually appear to have a mod in progress yet, just a document and a logo.
1) Before posting a new topic here, be sure you actually have a project in progress or release. For example, posting a new thread called "Mario TC" with the post "Hey i'm making a mario tc, more info soon!" isn't good enough. Be sure you've got plans for your project. Think about things like main features, help you could possibly want, suggestions you'd like. Or go take a few screenshots. People like screenshots. Just make sure you have a base for what you're going to be working on or no one is going to take interest. (Your title screen really doesn't count.)
2) Just to clarify from the above rule: you need to post something from your project! If a project thread is posted without screenshots, we'll give you 24 hours to get them added, or else your project thread is going to get locked. Not everybody wants to download a large-ish WAD file and puzzle over what exactly is changed, so it helps to show people what it looks like without making them read a wall of text or download a file and be surprised. If the mod has already been released in the thread's first post, screenshots are merely suggested, not required. We can be more lenient for mods where a screenshot does not convey what the mod actually does, i.e. for music and sound patches or mutators.
Granted, there's a lot of other things I could critique about your design document up there, but the big thing you've done wrong here is that you don't actually appear to have a mod in progress yet, just a document and a logo.
Would you to move this thread to another sub forum Weasel?
What I could do is move your initial post into the "ZDoom Project Ideas You Have" thread and then split the reply posts into a locked off-topic thread that will eventually get autopruned.
wildweasel wrote:What I could do is move your initial post into the "ZDoom Project Ideas You Have" thread and then split the reply posts into a locked off-topic thread that will eventually get autopruned.
Once I have something like a trailer could you move this back here?
Actually, how soon can you have one of those? Even something so simple as a proof-of-concept screenshot (even a mockup) would go a long way to drawing interest and showing that you actually have something more than a logo and some text.
wildweasel wrote:Actually, how soon can you have one of those? Even something so simple as a proof-of-concept screenshot (even a mockup) would go a long way to drawing interest and showing that you actually have something more than a logo and some text.
Tomorrow I could get a trailer and a couple screenies probably. If that's alright.
Now I'm not saying this to be a douche nozzle, but because I've been on the other side of this myself--Projects with half the ambition of this rarely see even a playable build. Many projects like this have came and went, so odds are, most people are going to see this and presume it's another one of those. You've got your work ahead of you, and good luck! I look forward to seeing what you've got so far.
TheBadHustlex wrote:Question:
Are concepts for these weapons already existing? / Do these weapons already exist?
This was my biggest question upon actually reading the docs. You've got 9 pistols listed, 16 types of grenades/mines - I can't even think of 16 types of throwable weapons, just off the top of my head. Do you actually have those planned out? Or were you just writing numbers?
TheBadHustlex wrote:Question:
Are concepts for these weapons already existing? / Do these weapons already exist?
This was my biggest question upon actually reading the docs. You've got 9 pistols listed, 16 types of grenades/mines - I can't even think of 16 types of throwable weapons, just off the top of my head. Do you actually have those planned out? Or were you just writing numbers?
I was writing numbers. Might cut some things down. But mr.enchanter is spriting weapons. We're currently working on the player sprites and the trailer map. Then we'll start work on the weapons and such.
Pro Tip:
Do not set yourself an exact goal for weapon/upgrade-amounts. Make some concepts, and create those at first. If you get any while you go on with the game, you can still implent them.
I know what I'm talking about. I've been working on an open-world-project for 3 years now, and it's not nearly finished. I started with less weapons, realized I needed more, and implented the new ones when I got an idea for a cool one. The only thing that I first thought of while making the weapons is making them upgradable in terms of efficiency. Now, you can installl altfires, enlarge magazines and cast spells upon them. Most of these ideas just came while making the game. (*shameless self-advertising intensifies*)
Making "open world" stuff is serious business. I've been working on the underlying systems (weather, inventory, NPCs quests, the editors required to compile this data into something ZDoom can utilize), not even actual game content yet... close to 10,000 lines of ACS... still on-going work from 2008 til now...