[WIP] GZDoom - Survivor (demo released)

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Killar
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Re: [WIP] GZDoom - Survivor

Post by Killar »

Why didn't you just search for a place to host the file?
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Tapwave
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Re: [WIP] GZDoom - Survivor

Post by Tapwave »

Mediafire.
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Drakon
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Re: [WIP] GZDoom - Survivor

Post by Drakon »

Well here is link for the demo: http://www.mediafire.com/?my6w2swkkhh6345
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Ethril
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Re: [WIP] GZDoom - Survivor

Post by Ethril »

That was a fun little demo. :)
I liked the boss fight... One of the most epic encounters I've ever had with an imp.

(I liked the plasma rifle in the tutorial map, too. :P)
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chopkinsca
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Re: [WIP] GZDoom - Survivor

Post by chopkinsca »

Haven't played much of it yet, but it's looking good. I like how you used my smoke effect as waterfall mist. It's strange seeing my work in someone else's project, but I feel honored that you did a good job with it.
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Drakon
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Re: [WIP] GZDoom - Survivor

Post by Drakon »

Ethril wrote:That was a fun little demo. :)
I liked the boss fight... One of the most epic encounters I've ever had with an imp.

(I liked the plasma rifle in the tutorial map, too. :P)
Thanks, it took me a while to balance that boss. Originally he used much more of that small floor flames but that was usually instant death :). And that plasma rifle - a little provocation :D.
chopkinsca wrote:Haven't played much of it yet, but it's looking good. I like how you used my smoke effect as waterfall mist. It's strange seeing my work in someone else's project, but I feel honored that you did a good job with it.
Well I took your original smoke spawner and tinker with it to produce little different smoke spawning in horizontal line. Original smoke spawner is there too.
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Tapwave
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Re: [WIP] GZDoom - Survivor

Post by Tapwave »

There's just two things that disturbs me very slightly.

The club animation is... I dunno, too soft? I wouldn't use a club like that, maybe an animation with a harder, broader swing would be better?

The text is a bit... Not very english, it's kind of obvious that it's not your first language because there's quite a lot of thingies to fix.

I can do both for you, of course.
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Drakon
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Re: [WIP] GZDoom - Survivor

Post by Drakon »

terranova wrote:There's just two things that disturbs me very slightly.

The club animation is... I dunno, too soft? I wouldn't use a club like that, maybe an animation with a harder, broader swing would be better?

The text is a bit... Not very english, it's kind of obvious that it's not your first language because there's quite a lot of thingies to fix.

I can do both for you, of course.
Club was first weapon made by me and I know that it's not very good. Weapons made in Blender looks much better (blowgun in demo). And the text... I hope that someone would help me with it when I complete it. In most maps text is not that dense like in first map or tutorial. If you are willing to help I'll contact you when it will be close to finnish.
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chopkinsca
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Re: [WIP] GZDoom - Survivor (demo released)

Post by chopkinsca »

I played it some more, I really like the ideas you've used. I'm glad someone finally made something similar to Phocas Island 2. Did you use my falling damage script? It feels very similar to the one I used. I just finished the first map. I'm looking forward to this project being completed. The inventory takes some time to get used to, but it's fine the way it is.

Issue:
-Underwater colour. This was something criticized in PI2. I changed it in 2.5 though. Underwater should be a different colour than above water. Nothing too extreme, just something to give a better feeling of being underwater.
-Jumping puzzles. Maybe it's just my opinion, but I don't find sections that require jumping to be much fun. That's why I removed a huge jumping puzzle in PI2.5. I also made a lot of the jumps shorter and removed all the instant death pits. Again, that's just my opinion, it's your project after all.
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Drakon
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Re: [WIP] GZDoom - Survivor (demo released)

Post by Drakon »

chopkinsca wrote:I played it some more, I really like the ideas you've used. I'm glad someone finally made something similar to Phocas Island 2. Did you use my falling damage script? It feels very similar to the one I used. I just finished the first map. I'm looking forward to this project being completed. The inventory takes some time to get used to, but it's fine the way it is.

Issue:
-Underwater colour. This was something criticized in PI2. I changed it in 2.5 though. Underwater should be a different colour than above water. Nothing too extreme, just something to give a better feeling of being underwater.
-Jumping puzzles. Maybe it's just my opinion, but I don't find sections that require jumping to be much fun. That's why I removed a huge jumping puzzle in PI2.5. I also made a lot of the jumps shorter and removed all the instant death pits. Again, that's just my opinion, it's your project after all.
All scripts are new but I think that falling script will be very similar.
Underwater color is made by fog, right? I'll look into this later and improve it.
Originally there were more deathpits but since I made it that saving is not required I removed most of them. In the whole game there are not many jump puzzles. The hardest jumps are always optional and well rewarded. :)

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