Phocas Island 2: Re-Phocased. Is it back?

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Should I release endurance mode as a seperate mod or save it for final release?

Yes! I'd love to play endurance mode when it's ready
22
47%
No, I'll wait until the final release.
25
53%
 
Total votes: 47

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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

People were complaining about no underwater colour, so I re-added it. :p

compare it to this shot:
Image


About part of the new area, I liked it so much I set it as my desktop background. Now to finish it.

Edit: I now have the sixth boss working, now all I have to do is tweak it for both skill levels. Given the surroundings, this boss fight is slightly different, but hopefully still fun.
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

Double post, sorry.

I forced myself to go ahead and do fish rotations. I think they turned out horrible, but I'll see what you guys think.

The file should be attached. I know about the bug where they become 'beached' or float to the ceiling and am working on fixing that. You also have to shoot to wake them up. I'll fix that as well.

Oh yeah, it's for GZDoom,

Edit: posted a fixed version. They no longer 'beach' nor float to the ceiling.
You do not have the required permissions to view the files attached to this post.
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Captain Ventris
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Re: Phocas Island 2.5

Post by Captain Ventris »

The only problem I see is that it isn't really a tropical-looking fish, but otherwise, it seems fine to me!

I messaged Kristus some days ago, and he hasn't answered back (or been on, for that matter). Is there a better way to get a hold of him?
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

Captain Ventris wrote:I messaged Kristus some days ago, and he hasn't answered back (or been on, for that matter). Is there a better way to get a hold of him?
He may be easier to reach at Doomworld. Or on IRC (irc.oftc.net #zdoom).
Captain Ventris wrote:The only problem I see is that it isn't really a tropical-looking fish, but otherwise, it seems fine to me!
I never really thought of the island as being tropical. I've never been to a tropical island, so I don't know.
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Xaser
 
 
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Re: Phocas Island 2.5

Post by Xaser »

I actually like the greyness of the fish -- it adds to the semi-dreary and 'ruined' atmosphere in some parts. They animate quite well, too. Well done, I say!
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Captain Ventris
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Re: Phocas Island 2.5

Post by Captain Ventris »

chopkinsca wrote:I never really thought of the island as being tropical. I've never been to a tropical island, so I don't know.
Well, I guess you're right. They'll work fine, don't worry about it.

I got a hold of Kristus and have sent him an ending to see if he can do it. Hopefully he'll be able to.
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

This is for people who like to see unused stuff that doesn't quite make it into a project. This was a planned boss. The start of it is in the regular Phocas 2.

In a rather large area summon exocite from the console. It's just an unfinished sprite that wouldn't cooperate with me so I abandoned it. It would have sent out finds that would whip you, or pop up flower which could shoot 'spikes'. Shame I never got past the sprite part.
I did do the moving bit for the vines though. Just summon vine in the console. Now and then it comes up out of the earth.

Something else I left in was a graphics rip from Ragnarok Online. Summon batt (with two t's). it has no attack or death frames.
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Captain Ventris
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Re: Phocas Island 2.5

Post by Captain Ventris »

Man, I am really excited about this wad. Even though I came up with the story, re-vamped the Journal entries, and even re-wrote the thoughts the character has, I'm definitely going to be playing this wad.

Hopefully Kristus doesn't find his job hard. It would really improve the presentation of things, the difference between excellent and EPIC.
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

That reminds me, I have to setup the ending system. I have a fairly good idea on how to do it, but I'm too lazy lately.
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Captain Ventris
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Re: Phocas Island 2.5

Post by Captain Ventris »

chopkinsca wrote:That reminds me, I have to setup the ending system. I have a fairly good idea on how to do it, but I'm too lazy lately.
What do you mean, "ending System"? You mean the way in which you determine what ending a player gets?
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

Captain Ventris wrote:
chopkinsca wrote:That reminds me, I have to setup the ending system. I have a fairly good idea on how to do it, but I'm too lazy lately.
What do you mean, "ending System"? You mean the way in which you determine what ending a player gets?


Exactly ;)

I was wondering, should I have a 'ending meter' which tells you what ending you'll get if you finished the level right away. Or should I just leave it until the end, show where you scored after or before the credits.
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Enjay
 
 
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Re: Phocas Island 2.5

Post by Enjay »

One of the things I liked about Jedi Knight (Dark Forces II) is that at the end of every level you got an indication as to how far towards the dark or light side of the force you were - and you could modify your actions or choices to take account of this (if you wanted to) to redress the balance or push yourself further in a particular direction. So, I don't think a constant meter would be required but perhaps you could pop up a meter at significant points in the game to let the player know the effect that his decisions have had up to that point?
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

Not sure at which significant points I could have the meter appear. It's basically based on two different point systems, so there isn't a way to really go down in rank.
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Xaser
 
 
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Re: Phocas Island 2.5

Post by Xaser »

Hmm... I'd actually like it better without the meter until after the ending. That way things would be more of a "surprise"...
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Enjay
 
 
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Re: Phocas Island 2.5

Post by Enjay »

Perhaps the meter could be optional - set to be toggled by a hotkey. That way people who don't want it don't have to have it. Personally, I'd quite like a progress meter of some kind.

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