[Side scroller shooter] Operation Echo (2nd demo released!)
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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.
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.
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Re: [Side scroller shooter] Operation Echo (2nd demo release
Last edited by GreenLegacy on Sun Mar 14, 2021 2:20 am, edited 2 times in total.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Absolutely marvelous work there, friend. Each character has own unique and colorful personality and all!
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Holy F*** , This is Gzdoom Engine?!!! Great work , this project looks amazing!! 10/10
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Absolutely awesome stuff here!! ... bah, stating the obvious prety much at this point
Rooting for this project, all the best!
Rooting for this project, all the best!
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New title screen (WIP3)
We're almost done with the intro! There are only a few scenes (with full of animation) left to complete.
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Re: [Side scroller shooter] Operation Echo (2nd demo release
The current development is being worked on in order of Intro Animation -> Menu Screen as I mentioned in the previous devlog.
[Intro Animation ]
The intro animation is still in progress. It's a challenging procedure that takes a lot of time since only two people are animating. However, we are doing our best to finish it with great quality.
And we are currently working on the animation and other works at the same time because we can't keep dragging onto animation!
There are too many tasks to be done, so it won't be easy to work on the animation in the future. So for smooth development, we are planning to complete the animation in format of simple slideshow first. And then work on the animation after some level design is complete.
[Pause menu Refined]
Before After
The previous one was not really efficient for the game because it was based on the vanilla Doom's menu.
So we added the function to return to the main menu screen by responding differently on each screen, and the warning message of returning to the main menu during the game as well.
Although I kept posting devlogs all related to the graphics, there was a progress in another part. I will reveal more of the details in the devlog that will be uploaded later.
Thanks for reading!
[Intro Animation ]
The intro animation is still in progress. It's a challenging procedure that takes a lot of time since only two people are animating. However, we are doing our best to finish it with great quality.
And we are currently working on the animation and other works at the same time because we can't keep dragging onto animation!
There are too many tasks to be done, so it won't be easy to work on the animation in the future. So for smooth development, we are planning to complete the animation in format of simple slideshow first. And then work on the animation after some level design is complete.
[Pause menu Refined]
Before After
The previous one was not really efficient for the game because it was based on the vanilla Doom's menu.
So we added the function to return to the main menu screen by responding differently on each screen, and the warning message of returning to the main menu during the game as well.
Although I kept posting devlogs all related to the graphics, there was a progress in another part. I will reveal more of the details in the devlog that will be uploaded later.
Thanks for reading!
Last edited by GreenLegacy on Sun Mar 14, 2021 2:20 am, edited 1 time in total.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
The quality of the animation is seriously, AMAZINGLY astounding! Certainly can feel a lot of effort and heart to it. In this quality, it takes a lot of time and productivity and i'm glad this is still going. Going great so far!
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Re: [Action Platformer] Operation Echo (2nd demo released!)
FANTASTIC work on the animations.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
Off the scale! This is outstanding!
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Changed save game mechanic
Since the release of the game, the mechanic of saving the game are changed for Early Excess.
Most of the games powered by GZDoom have an inconvenience where it makes previous save files useless once you update the version of the engine.
But in Echo, save game slot is added, so now you will be able to load the save files created in the previous version.
Thanks to the slot, the gameplay will be smooth and continued even after the update.
With the adding of save slot, Main Menu also have naturally changed.
It now has a feature of selecting the save slot that doesn't exist and the status of game progression are automatically saved on each stage.
If you click on the Continue, you can continue playing on the first part of the stage where you dropped off.
In the next log, we will talk about the Upgrade Menu.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
This is absolutely remarkable in every aspect.
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Upgrade Menu (CombatUpgrade)
Echo has two upgrades: Combat Upgrade and Viability Upgrade. And the first one I'd like to introduce is combat upgrade. Another one will be revealed once it's done later.
Making concept and creating of combat upgrade was by far the most difficult and complicated task and I had to think about it a lot.
Especially "Balancing the both characters", and "Matching up with the player's gameplay status and the speed of upgrade progress" was very troublesome to us.
The player can upgrade their combat skill and able to enhance the character with combat points earned after completing each stage.
In the Combat Upgrade menu, various upgrades are available for two characters (M16 and Catty).(Catty is the character with swinging laser sword)
'Skill Set'
The Player can select the upgrades of each character to prepare the tactical advantages on a stage.
Each upgrade can be freely selected in the menu after unlocking them by spending combat points.
'Synergy Effect'
If skill set opens, the cable connects to the socket. If all the sockets light up, the synergy effect occurs that completely enhances both characters.
The synergy effect is a powerup that assists both characters.
Once the upgrade's done, you can enter the combat simulation chamber where you can test your upgraded character.
We added this because we thought it was hard to understand just after reading info of the skill.
Still, there's so much to do, but we're very glad that we have begun stepping forward to the crucial feature of the game.
Until two heroes fight awesome and greatly, we are closing this post. Thanks for reading.
Making concept and creating of combat upgrade was by far the most difficult and complicated task and I had to think about it a lot.
Especially "Balancing the both characters", and "Matching up with the player's gameplay status and the speed of upgrade progress" was very troublesome to us.
The player can upgrade their combat skill and able to enhance the character with combat points earned after completing each stage.
In the Combat Upgrade menu, various upgrades are available for two characters (M16 and Catty).(Catty is the character with swinging laser sword)
'Skill Set'
The Player can select the upgrades of each character to prepare the tactical advantages on a stage.
Each upgrade can be freely selected in the menu after unlocking them by spending combat points.
'Synergy Effect'
If skill set opens, the cable connects to the socket. If all the sockets light up, the synergy effect occurs that completely enhances both characters.
The synergy effect is a powerup that assists both characters.
Once the upgrade's done, you can enter the combat simulation chamber where you can test your upgraded character.
We added this because we thought it was hard to understand just after reading info of the skill.
Still, there's so much to do, but we're very glad that we have begun stepping forward to the crucial feature of the game.
Until two heroes fight awesome and greatly, we are closing this post. Thanks for reading.
Last edited by GreenLegacy on Fri Feb 26, 2021 7:44 am, edited 1 time in total.
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Re: [Action Platformer] Operation Echo (2nd demo released!)
The overall style looks nicely fashioned and easy to read. Good work, as always!
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- Joined: Tue Jul 19, 2016 4:12 pm
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Difficulty images added and main menu screen finished
The main menu screen has been finished along with the graphical works.
The mechanic was already done a long time ago, but we've decided to enhance it while changing the planning.
Main menu
In the main menu, M16 is ready for battle and is cuter than ever!
Load game screen
Each slot displays both screenshots and info about the last game.
Difficulty select screen
Now shows a description of each difficulty.
We are finally moving onto level designing. That means there will be news about the gameplay finally! Thanks for reading.
The mechanic was already done a long time ago, but we've decided to enhance it while changing the planning.
Main menu
In the main menu, M16 is ready for battle and is cuter than ever!
Load game screen
Each slot displays both screenshots and info about the last game.
Difficulty select screen
Now shows a description of each difficulty.
We are finally moving onto level designing. That means there will be news about the gameplay finally! Thanks for reading.