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Author Topic: Incinerator  (Read 10925 times)

FreeFrag

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Incinerator
« Reply #15 on: November 12, 2004, 07:13:39 AM »
It will vary a bit as the game progresses. You'll start off in what Hudson says is a Silent Hill kind of theme, lots of gore and whatnot, but things will even out a little bit. Things will pick up as levels progress and the game will be more tense even further down the road.
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
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FreeFrag

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« Reply #16 on: December 18, 2004, 07:08:09 PM »
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
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James

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« Reply #17 on: December 18, 2004, 07:13:02 PM »
:o Looks nice - is the box in the corner the temperature feature or something else?
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MSandt

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Incinerator
« Reply #18 on: December 18, 2004, 07:34:50 PM »
Well the texture theme is pretty nice but it needs some serious work with lighting - check the Sun's angle. Also the pillars overuse that iron texture.
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"What is my joy if all hands, even the unclean, can reach into it? What is my wisdom, if even the fools can dictate to me? What is my freedom, if all creatures, even the botched and the impotent, are my masters? What is my life, if I am but to bow, to agree and to obey?"

FreeFrag

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Incinerator
« Reply #19 on: December 18, 2004, 07:43:03 PM »
James, it's the temperature gauge, yes. I'm working on a better looking one.

Mikko seems to be in tune with what I was thinking of it so far. I don't really have a good texture right now for it. One of the main shading problems with this sun's angle is the resultant pillar shadows. They probably should not be on the side of the level with the reflective monitor screen, and the ones that are there should be at an angle- I think maybe 20 degrees would be sufficient.
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Sang

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« Reply #20 on: December 18, 2004, 08:52:45 PM »
Well it looks a bit empty to me and the shading isn't right
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FreeFrag

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« Reply #21 on: December 18, 2004, 09:14:26 PM »
The shading is being fixed right now.

As far as emptiness, it's the walls. I tried once to come up with a structural design for the walls but I couldn't- anything I tried made it look pretty unrealistic. This really isn't too empty, anyway.
« Last Edit: April 07, 2005, 05:55:34 AM by BlasterDRP »
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
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FreeFrag

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« Reply #22 on: April 07, 2005, 05:59:47 AM »


Meet the hell mammoth.

Ripped art from a ZDoom wad made for that purpose. Obviously not the best-looking specimen, but I'm not going for TEH ULTIMAYT PAWLISH.
« Last Edit: April 07, 2005, 06:00:48 AM by BlasterDRP »
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
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Sang

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« Reply #23 on: April 07, 2005, 12:17:02 PM »
So, it's just a skybox with a floor around it + some enemies?

Doesn't matter though, looks cool :)
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"heh, a sidenote, IŽd not mind to clean her ass with my tongue after she takes a shit. " - Gambini

"Like a gay couple both have a penis but one will have to crouch and put the ass or it simply wonŽt work." - Gambini

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FreeFrag

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« Reply #24 on: April 07, 2005, 03:07:53 PM »
I just made that quick test sector to see how he looked in-game.
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
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Geoffrey

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« Reply #25 on: April 07, 2005, 04:44:15 PM »
I take it it's from the monster research pack? Anyway it looks cool, but I'm having doubts about how well a doom monster will fit in with duke coding. Doom is very polished, where duke is a tad more reckless..
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FreeFrag

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« Reply #26 on: April 07, 2005, 04:49:24 PM »
I'll find out in time. It should turn out at least acceptable. I'm doing this to test my limits- and because I happen to like the premise.

I'll have a screen up in a couple of days with a new HUD, as well. It's going to include a couple new items, such as a mana gauge, new temperature gauge, and some other little things.
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
-Benjamin Cardozo

FreeFrag

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« Reply #27 on: January 14, 2006, 11:57:49 PM »
I know I promised a new HUD screenshot, but it looked ugly and I haven't been able to come up with anything until now. I really will have one later. :P

A few things I figured I should toss out there:
-HUBs, though not quite advanced, will exist. The early part of the game is set in modern times in a small town not far from a desert in the western US with a major highway running through it.
-The aforementioned HUBs will be reminiscient of Vampire: The Masquerade - Bloodlines, except it will feel like you're actually in a town instead of a small group of skyscrapers.
-Simulated traffic in the towns.
-There may or may not be dialogue, and any dialogue would be text dialogue.
-The player will earn higher Soul Ether (mana) point and health level caps. Will be detailed later.
-Will use MBlackwell's new coding template for ambient effects and passive details.
-Inventory items will be revamped. The goggles will be recycled into a divine device that will point you to secret areas and items, help you whenever you're lost on a mission, and will reveal invisible entities.
-Authentic references to factual occult practices.

This will probably turn off people hoping for a gorefest of a shooter, but fear not, for it will be delivered.
-Latter HUB areas will be full of random firefights, and things won't be held back.
-No weapon slots will be left empty, and some will have two weapons, some alt-firing.
-Down on your luck with low health and ammo? Use spells to destroy enemies or pick yourself back up. Your Soul Ether, albeit slowly, will always refill.
-Use a spell to catch bullets and throw them back at will, or to suck the Essence right out of an enemy.
-Kick ass in cemeteries, in sewers, on airplanes, in underwater research plants, on a snowy occult island, and in the Void.
« Last Edit: January 14, 2006, 11:58:35 PM by FreeFrag »
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
-Benjamin Cardozo

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« Reply #28 on: January 15, 2006, 05:02:02 AM »
It all sounds awsome - I have faith you can deliver this :) (Vampire:TM bloodlines is an awsome game so it's nice to see you have some ideas from it!)
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« Reply #29 on: January 15, 2006, 05:49:28 PM »
Yeah I love how that sounds, I haven't played Vampire:TM any so I'm sure it'll be a nice surprise for me. :)

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