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

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.

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.

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

User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: Phocas Island 2: Re-Phocased. Still needs music

Post by Tapwave »

chopkinsca wrote: Endurance mode has "phases". When you kill enough, the number of monsters spawned increases. I want messages to signify when the phase changes. This is were you can help. Come up with a message to be used when monster spawns increase. Things like "The monsters are coming faster", but not as lame. I'll take all suggestions, throw them in an array and have a random one printed when monster spawns increase.
"The wilderness seems to be much more dangerous now."
"You feel more threathened."
I guess i can keep going?
User avatar
Captain Ventris
Posts: 4605
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: Phocas Island 2: Re-Phocased. Still needs music

Post by Captain Ventris »

When Adventure mode is all put together, I'd like to review the stuff I wrote for the mod, because I'll probably want to improve some wording or something.
User avatar
chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2: Re-Phocased. Still needs music

Post by chopkinsca »

terranova wrote:
chopkinsca wrote: Endurance mode has "phases". When you kill enough, the number of monsters spawned increases. I want messages to signify when the phase changes. This is were you can help. Come up with a message to be used when monster spawns increase. Things like "The monsters are coming faster", but not as lame. I'll take all suggestions, throw them in an array and have a random one printed when monster spawns increase.
"The wilderness seems to be much more dangerous now."
"You feel more threathened."
I guess i can keep going?
Those are good. I say keep going.
Captain Ventris wrote:When Adventure mode is all put together, I'd like to review the stuff I wrote for the mod, because I'll probably want to improve some wording or something.
Of course.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by SamVision »

I watched the first vid I had some thoughts. Are there only two guns? If you want action phocased gameplay, I recommend adding explosives and maybe a shotgun type weapon with massive knockback. Speaking of which, the two guns I see don't appear to be very fun to shoot. The rifle sounds like a fart, and the log-gun has no visual recoil and also sounds like a fart. These are small complaints mostly regarding the aesthetic, everything else looks rather impressive.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by Amuscaria »

I'm liking what I see so far. The architecture is interesting in that video. For the strangest reason, however, I keep getting the idea that Phobus made this from the name. :P
User avatar
chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by chopkinsca »

SamVision wrote:I watched the first vid I had some thoughts. Are there only two guns? If you want action phocased gameplay, I recommend adding explosives and maybe a shotgun type weapon with massive knockback. Speaking of which, the two guns I see don't appear to be very fun to shoot. The rifle sounds like a fart, and the log-gun has no visual recoil and also sounds like a fart. These are small complaints mostly regarding the aesthetic, everything else looks rather impressive.
I have been thinking about adding a new weapon or two for quite some time. The only issue would be balance. I myself don't mind the limited weapons.

I've been finding it hard to find a decent rifle firing sound. Now that you mention it, something needs to be done with the rifle. It needs a recoil or something. Looking at it now, it's kind of lame how when it's fired, it just moves down a bit. I'll do the same with the log-gun.

With weapon leveling on, the guns start out very boring. The log-gun fires at a low rate and it takes a long time to re-cock the rifle. Once they reach max level, they are awesome.
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: Phocas Island 2: Re-Phocased. Still needs music

Post by Tapwave »

chopkinsca wrote:
terranova wrote: "The wilderness seems to be much more dangerous now."
"You feel more threathened."
I guess i can keep going?
Those are good. I say keep going.
"You feel more hostility in the air."
"You have a bad feeling about what's happening right now."
"You think you're getting deeper in danger."
"You clench your weapon tighter - You may need it more than ever."
Red Phazon
Posts: 25
Joined: Mon Apr 07, 2008 4:24 pm

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by Red Phazon »

Not sure about these, but here are some possible suggestions. Maybe vary them to your liking.

"An deathly wind is blowing."
"An evil vibe flows through your body."
"The surroundings appear as if they wish to swallow you up."
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by wildweasel »

"The smell of death surrounds you." ...not exactly a serious suggestion, but if you get the reference, you get a weaselcookie.
User avatar
Xaser
 
 
Posts: 10773
Joined: Sun Jul 20, 2003 12:15 pm

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by Xaser »

YOU FEEL A BLACK WIND BLOW THROUGH YOU

ALL WEAPONS DROPPED TO LEVEL 1!
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by SamVision »

Xaser wrote:YOU FEEL A BLACK WIND BLOW THROUGH YOU

ALL WEAPONS DROPPED TO LEVEL 1!
I don't know why but I laughed aloud for 30 seconds straight after reading this.
User avatar
FDARI
Posts: 1097
Joined: Tue Nov 03, 2009 9:19 am

Re: Phocas Island 2: Re-Phocased. Still needs music

Post by FDARI »

terranova wrote:"You clench your weapon tighter - You may need it more than ever."
I know I shouldn't see anything wrong in that, but I do. (Don't be dirty!)

Just for the sake of it, I'll try some more observational, less extra-sensory reports; but they truly are harder to make. For anything I suggest (and possibly for all suggestions), they are nothing more than potentially helpful thoughts. Take a single word, take an idea, take a whole sentence, or take nothing. Just try to be awesome.

"Terrified beasts are looking for cover." (scatter, scuttle, scurry, hurry)
"You hear a beastly howl from far away." (You hear the howl of a faraway beast.)
(I try not do say too much about sound, since the description must not be disproven by ambient noise.)

"A foul smell wafts towards you." (grazes your nostrils)

Crossing over to fear of the dark / ESP:

"You sense movement in the shadows." (increased/increasing movement)
"You sense the burning stare of a hunter." (You feel the prickling sensation of a hunter's gaze.)
"You (realise you) haven't seen the worst yet." (You know there is more coming.)

-- Another thing that would be cool --
If you could actually reduce ambient noise (remove/silence a number of nodes, perhaps lower the volume on others), you could provide a serious air of anticipation. You could have it happen at each "wave", or according to random chance, or with specific descriptions. (A foreboding silence...)

I think tids and scripts should be able to accomplish that, unless there is something special about zdoom sound things.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by Project Shadowcat »

wildweasel wrote:"The smell of death surrounds you." ...not exactly a serious suggestion, but if you get the reference, you get a weaselcookie.
Wait, since when did PI2:RP become DoomRL?
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by Tapwave »

Project Dark Fox wrote:
wildweasel wrote:"The smell of death surrounds you." ...not exactly a serious suggestion, but if you get the reference, you get a weaselcookie.
Wait, since when did PI2:RP become DoomRL?
"You die!.."
*savedelete*
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Phocas Island 2: Re-Phocased. Endurance preview (first p

Post by wildweasel »

Eh...you guys are close, but Diablo did the line first. =P

Return to “TCs, Full Games, and Other Projects”