Doom Marine
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Prime Directive - First gameplay videos!
 
Author
All times are GMT. The time now is 18:33. Post New Thread    Post A Reply
GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


The first gameplay videos of Prime Directive are up on Youtube! But what is Prime Directive, you ask? Well, it's the upcoming sequel to the not-then-called-Cacoward winning Space Station Omega. 10 years late, but eh, it's on its way.





(Youtube appears to have done things to the quality, so the text is blurrier than I wanted)

So. First gameplay videos. The first one shows off the chunk I've been polishing - namely, the area between the sewers and the labs. There's still a fair amount of polish to go, and probably a fair amount of balance and extra battles to be put in to it, but quite a few of the features I'm putting in to Prime Directive are on display in that one:

  • Day/night cycle
  • Half-Life style level transitions
  • Contextual communications with Elaine
  • Marine enemies - you are invading a marine base, after all
  • Extensive use of 3D floors
  • Half-Life/SSO style cutscenes


The second video is of a secret area. As a part of the story, you gain some demon powers. In this video, you compete in a stylised arena with Barons of Hell for a crowd. Your prize, should you win? An increased capacity for your Baron fireball launching power. Of course, having such a thing isn't entirely fair against unarmed marines. That's why some of them are armed - while the last wave has them on berserk packs. This is meant to be a competition, after all.

Closed pre-alpha testing is currently being carried out. Feel free to drop me a line if you wish to test it. There's a ton of balance issues I need to sort out, at the very least.

Old Post 02-16-13 22:32 #
GooberMan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Phobus
Forum Staple


Posts: 2880
Registered: 10-06


I like the use of crouching, 3D floors and slopes and I like the look of what you're doing here. Visuals want some work really - the female marine dying animation is pretty weak and having the baron of hell powers out of the standard marine fist is pretty unexciting too. Level environments in general seem a bit on the simple or plain side, but they are quite functional and have a lot of GZDoom going on, which does help. The arena full of Barons bellowing was also surprisingly mood-building, IMO.

Old Post 02-18-13 21:09 #
Phobus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Sergeant_Mark_IV
Member


Posts: 400
Registered: 12-09


Looking good. You just need to improve the detail level in your maps.

Old Post 02-18-13 21:18 #
Sergeant_Mark_IV is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


I'm working on the detail (those areas shown aren't final). But I do hate doing it. I'm a programmer, not an architect. Nor am I an artist. I'm looking for female marine sprites with vwep support as it has been noted in testing that running in to a SSG marine that looks the same as a pistol marine just isn't fair. I already have marine vwep sprites (from Ghastly's marines compilation) but there are no female sets out there.

The biggest thing I'm concerned about is balancing those marines. The maps will survive without detail. But if I can't balance the marines properly (including vwep support) the entire thing could be an unplayable failure.

Old Post 02-18-13 22:34 #
GooberMan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Hog
Forum Regular


Posts: 754
Registered: 07-09


And thus, the Doomguy goes forth to allow primitive cultures on other planets to develop naturally, with no interference from him or any other Federati- I mean, UAC officers.

Video looks good, although the lighting's a bit flat, I guess?

Old Post 02-18-13 22:49 #
Shadow Hog is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


The lighting is currently 128 for the most part. When I get around to doing a proper lighting pass, the plan is to lower it and put in dynamic lights with light fixtures. It should increase the mood significantly (and save fiddling with sector lighting for a month).

Old Post 02-18-13 23:08 #
GooberMan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
GooberMan
Scripting Nut


Posts: 1170
Registered: 02-01


Another gameplay video. This time, it highlights a rather unique take on ye olde ZDoom cutscene...

Old Post 02-21-13 22:01 #
GooberMan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 18:33. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Prime Directive - First gameplay videos!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.