Deluge [WIP]

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ChocoGuevara
Posts: 6
Joined: Sat Sep 21, 2019 2:29 am

Re: [GZDOOM] Deluge: Onset [WIP]

Post by ChocoGuevara »

I used to play your Deluge map back in Sven Co-op and I must say this looks like a most exciting project to look forward to!
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Chief Smokey
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Location: The little English village of Old Bottom

Destructible Props

Post by Chief Smokey »




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Chief Smokey
Posts: 107
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Good news!

Post by Chief Smokey »

After nearly two grueling months of fixes and improvements, Deluge steps into 2021 with confidence. New abilities like telekinesis and teleporting, mass code optimization, new and improved assets, mapping additions and a focused drive for the next phase of development are signs of a release this year.




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Chief Smokey
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Joined: Fri Jan 24, 2020 6:17 am
Location: The little English village of Old Bottom

Further mapping work

Post by Chief Smokey »

Updates to map 5 - The Underworld.




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Mnemnon
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Joined: Wed Jan 27, 2021 7:43 am

Re: [GZDOOM] Deluge: Onset [WIP]

Post by Mnemnon »

Looks awesome, can't wait to give it a try myself :)
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Chief Smokey
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Some gameplay showcasing

Post by Chief Smokey »

Featuring player abilities, monster behaviour, prop physics, visual effects and environment design.

Last edited by Chief Smokey on Sun Dec 05, 2021 11:09 am, edited 1 time in total.
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Chief Smokey
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Another internal build finished

Post by Chief Smokey »

Containing a slew of new assets, fixes for many minor bugs, expansions to the maps and an overhauled ending sequence. The next build will be open for playtesting on the development discord server.




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Captain J
 
 
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Location: A Year old Pizza Box

Re: [GZDOOM] Deluge: Onset [WIP]

Post by Captain J »

What's that big guy?? :shock:
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Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am
Location: The little English village of Old Bottom

Bacillus City, then and now.

Post by Chief Smokey »


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Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am
Location: The little English village of Old Bottom

A ModDB page has been opened

Post by Chief Smokey »

The ModDB page will be updated after a new build has been compiled after every dev sprint and will contain information pertaining to what has been done over the development period.

https://www.moddb.com/mods/deluge-onset
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Negatronica
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Joined: Sun Sep 08, 2019 8:30 am

Re: [GZDOOM] Deluge: Onset [WIP]

Post by Negatronica »

Looks awesome. Love the graphics, especially the gore trees.
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Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am
Location: The little English village of Old Bottom

Overhauled Opening

Post by Chief Smokey »

As gameplay features continue to be refined there is more reason to be crystal clear with teaching the player about their abilities and what is required of them to progress. To this effect a whole new tutorial map has been created covering the basics of player abilities and early game combat. You'll also get another glimpse at the looming behemoth that is Bacillus City.




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Captain J
 
 
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Re: [GZDOOM] Deluge: Onset [WIP]

Post by Captain J »

Absolutely astounding mapping. The last one looks absolutely big and i thought it wasn't doom map at all. :shock:
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Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am
Location: The little English village of Old Bottom

June 2021 Update Showcase

Post by Chief Smokey »

After several months of grueling development much progress on Deluge has been made, involving overhauls to major elements such as player abilities, monster AI, level design and many assets related to weapons and props.






Last edited by Chief Smokey on Sun Dec 05, 2021 11:10 am, edited 1 time in total.
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Chief Smokey
Posts: 107
Joined: Fri Jan 24, 2020 6:17 am
Location: The little English village of Old Bottom

Mapping refinements and code overhauls

Post by Chief Smokey »

With the layout and basic journey of each map now more or less finalized, it is now time to fine tune the visuals with an art pass to really bring out all the meaty details.






In other news, there has been much in the way of code overhauls. These range from performance optimizations (certain areas now have a framerate boost up to 50, and think times for actors are cut down across the board) to streamlining of weapon functions to new AI practically remade from scratch.

When this work is finished, the stage will be set to complete the planned monster roster and implement the last remaining major gameplay elements - in effect making the mod ready for the final polish phase where placeholder assets will be replaced.

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