MightyKnight (WIP)

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Hyperstyle
Posts: 24
Joined: Wed Apr 25, 2018 12:19 am

Re: MightyKnight (WIP)

Post by Hyperstyle »

I enjoyed the demo. The textures and sprites are really nice and look good together. Also the sawblades and drunk guys are awesome. :D
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PRIMEVAL
Posts: 165
Joined: Fri Jan 13, 2012 12:58 pm
Location: Cleveland

Re: MightyKnight (WIP)

Post by PRIMEVAL »

Gave this a spin. Very cool! Good layouts, colorful art style, clever secrets, fun gimmicks, catchy music, it's got it all :D
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

Thanks a lot guys!

Check the gameplay videos on youtube.
"Commander Matias" playing the mod:

MAP01 "Mine"
https://www.youtube.com/watch?v=ew2oFwjNNCQ

MAP02 "Wine Cellar"
https://www.youtube.com/watch?v=Mgefzjm3L70
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

The "Advanced Demo" is here!

-More detailed gore/blood
-Breakable objects (Barrels)
-advanced minimap
-New hud

DOWNLOAD:

http://www.mediafire.com/file/ey37b865z ... yUiKlrR1Vc

:!: Important :!: : You need more than 4GB of RAM.

I thank any feedback!reviews. :)

Thanks for playing.
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ZDL_800
Posts: 448
Joined: Wed May 15, 2019 3:06 am

Re: MightyKnight (WIP)

Post by ZDL_800 »

Looks good, would be better if it was melee based weapons and RPG elements instead of shooting guns? Why are knights firing guns? Bow and arrow would be much better.

The gore is great, perfect for chopping up the Ai.
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

Thanks.
I think, mixing the medieval knights with guna is cool thing :). This makes the mod "unique".
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Rex705
Posts: 211
Joined: Sun Nov 22, 2015 5:49 pm

Re: MightyKnight (WIP)

Post by Rex705 »

This is lots of fun. It looks great and sounds great. Good work. The issue I had was on the 2nd level the framerate really dropped making it a laggy mess. I'm going to guess it's all of the dead bodies piling up. You should make them fade away after a while so they don't continue to take up resources. Keep up the good work and this could be a fun game I would buy on Steam. lol love those drunk knights.

I did a video of the 1rst level I wanted to do more but the frames.
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

Great gameplay Dude!
What "midi device" do you use?

I dont have any idea why do you got performance problems. You have more than 4gb of ram? if yes, try to change some gzdoom settings.

Try the newest version of demo:
http://www.mediafire.com/file/ey37b865z ... yUiKlrR1Vc
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ZDL_800
Posts: 448
Joined: Wed May 15, 2019 3:06 am

Re: MightyKnight (WIP)

Post by ZDL_800 »

You need unique guns for your unique game, how about something like this, Google 'Bond Snake Slayer' now that would be an awesome gun to start with.

The artwork for the game is fantastic, nice clean graphics, it would look awesome in VR with Vorpx.
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

ZDL_800 wrote:You need unique guns for your unique game, how about something like this, Google 'Bond Snake Slayer' now that would be an awesome gun to start with.

The artwork for the game is fantastic, nice clean graphics, it would look awesome in VR with Vorpx.
Thank you!

I googled the "Bond snake slayer" and thats awesome!. I think i replace the default pistol to the "bond snake slayer". :) You're right unique game = unique guns.
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ZDL_800
Posts: 448
Joined: Wed May 15, 2019 3:06 am

Re: MightyKnight (WIP)

Post by ZDL_800 »

This sound brilliant,

Found this video with some great clean sounds of firing the Snake Slayer.

You could also freezeframe the video and grab some decent images.

https://www.youtube.com/watch?v=hJSv9HRioP0

13.12 hits metal so would sound great hitting knights armor.
13.43 Clean shot sound.

He reloads the weapon as safe as possible, you would actually just flip the barrel back, the sell casings would eject and you would proceed to reload, you could get some great animations of this, it would look world class and very unique indeed.
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QuakedoomNukem Cz
Posts: 234
Joined: Mon Nov 30, 2015 11:27 am
Location: Smržovka; Czech Republic

Re: MightyKnight (WIP)

Post by QuakedoomNukem Cz »

My report on the demo, because I finally got around to playing it:https://www.dropbox.com/s/y25rw87oy238n ... t.zip?dl=0
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

Thank you, i will fix the "problems"
And thanks to correcting the language stuffs.
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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

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Waru
Posts: 18
Joined: Sun Sep 10, 2017 3:11 am

Re: MightyKnight (WIP)

Post by Waru »

Level.2: Wine Cellar
I thank any feedbacks.

https://youtu.be/WfnajRMn8TU

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